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Liquid Metal Slime
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Fun Facts and Stats 
 PostThu Sep 10, 2009 9:16 pm
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I've been wanting to do one of these for awhile, and now that Development Journal mania has wound down and could probably use a nice recharge, I thought this was a good time to start.

Sometimes numbers speak louder than words. Feel like your game needs a little more than what it has? Think it has too much? Let's post statistics about our games and see where the trends lie.

This will help us see how passionate we are about some games in our design library and how behind (or unmotivated) we are on designing others.

Here is the template I'm using for my games, but feel free to add or subtract categories as you wish.

Name:
Genre:
Filesize:
Status:
Tilesets:
Walkabout Sets:
Heroes:
Enemies:
Attacks:
Weapons:
Backdrops:
Maps:
Items:
Shops:
Battle Formations:
Text Boxes:
Menus:
Vehicles:
Tags:
Songs:
Sound Effects:
Scripts:
Global Variables:

Note: I've added the term "WIP" to any game that contains unreleased content. This does not mean that a game missing the term will no longer be worked on. It just means the community hasn't seen the new content yet.

I'll post my games in a separate message. Feel free to post and repost new stats as you update your game. This will also work well as a supplement to your design journal.
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 PostThu Sep 10, 2009 9:20 pm
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Game Statistics

Name: All About Amber, All About Jack
Genre: On-the-Fly Team-Based Strategy
Filesize: 531 KB
Status: WIP
Tilesets: 2
Walkabout Sets: 3
Heroes: 2*
Enemies: 0
Attacks: 0
Weapons: 0
Backdrops: 3
Maps: 2
Items: 0
Shops: 0
Battle Formations: 0
Text Boxes: 11
Menus: 1 (Default only)
Vehicles: 0
Tags: 9
Songs: 0
Sound Effects: 0
Scripts: 11
Global Variables: 10

*Does not use battle graphics

Fun Facts:

-Originally meant to be my 2002 48-Hour Contest entry.
-Uses scripts I designed for Junkyard Bob's Mission: Impossible.
-Inspired by situations found in 10 Things I Hate About You.


Name: Junkyard Bob's Mission: Impossible
Genre: On-the-Fly Team-Based Strategy
Filesize: 746 KB
Status: WIP
Tilesets: 7
Walkabout Sets: 4
Heroes: 2*
Enemies: 0
Attacks: 0
Weapons: 0
Backdrops: 1
Maps: 5
Items: 1**
Shops: 0
Battle Formations: 0
Text Boxes: 7
Menus: 1 (Default only)
Vehicles: 0
Tags: 4
Songs: 0
Sound Effects: 0
Scripts: 3
Global Variables: 8

*Does not use battle graphics
**Used in the "Who Shot Bob the Hamster?" rabbit trail

Fun Facts:

-Was gonna attempt to poke fun at the criticisms made against Powerstick Man's graphics.
-Inferior Minion secretly re-uploaded it to Castle Paradox to hide the new upload date during the "Who Shot Bob the Hamster?" mystery/conspiracy game.
-3 test maps remain in the current upload.
-Redefined the Junkyard Bob character (and helped make him what he is in the novel today).
-A spin-off of The Adventures of Powerstick Man.
-Base scripts recycled for All About Amber, All About Jack.


Name: Blind Date
Genre: Social Adventure
Filesize: 1,239 KB
Status: WIP
Tilesets: 10
Walkabout Sets: 6
Heroes: 1*
Enemies: 0
Attacks: 0
Weapons: 0
Backdrops: 3
Maps: 10
Items: 0
Shops: 0
Battle Formations: 0
Text Boxes: 0
Menus: 1 (Default only)
Vehicles: 0
Tags: 0
Songs: 2
Sound Effects: 0
Scripts: 0
Global Variables: 0

*Does not use battle graphics

Fun Facts:

-Based off a screenplay I wrote in 1997 called Job Hunt.
-First game to derail my focus away from Powerstick Man.
-Still one of my best turns at pixelation.
-Destined to be another "vast" type game.
-Cody Watts once called it "ambitious."
-I drew most of the game at the hospital I worked at from 2000-2003 and saved it to a zip drive.
-Planned to draw everything before writing a single line of dialogue.


Name: Magnus Prologue
Genre: OHR Movie
Filesize: 3,937 KB
Status: Finished
Tilesets: 11
Walkabout Sets: 42
Heroes: 0
Enemies: 0
Attacks: 0
Weapons: 0
Backdrops: 45
Maps: 10
Items: 0
Shops: 0
Battle Formations: 0
Text Boxes: 98
Menus: 0
Vehicles: 0
Tags: 15
Songs: 9
Sound Effects: 0
Scripts: 7
Global Variables: 0

Fun Facts:

-Designed as a bridge story between Ryan Simonetta's official games and the OHR Community's unofficial games.
-Launched the original Epic Marathon contest.
-Music made by a midi generator.
-First game (to my knowledge) to implement an extreme zoom from high above a town into the actual map.
-Has a parody "Let's Play" video on Youtube.


Name: At the Risk of Manipulation
Genre: Social Strategy
Filesize: 3,305 KB
Status: Released Demo
Tilesets: 7
Walkabout Sets: 7
Heroes: 1*
Enemies: 0
Attacks: 0
Weapons: 0
Backdrops: 38
Maps: 5**
Items: 3
Shops: 0
Battle Formations: 0
Text Boxes: 433
Menus: 1 (Default only)
Vehicles: 0
Tags: 19
Songs: 1
Sound Effects: 0
Scripts: 26
Global Variables: 4

*Does not use battle graphics
**(1 usuable, 1 map-in-progress, 3 reserved for special instances)

Fun Facts:

-Made for Rinku's Human Day Contest 2004 (Theme: Suggestion).
-First game I dedicated a significant amount of time to in three years.
-Friend (Orchard-L) drew the promotional screenshot as a "manipulative" ploy to gain download interest.
-Pretty much every advertising strategy I used revolved around manipulation.
-Uses a scrolling character select screen (with revolving selection portraits).
-"That Girl" images modeled with SimPose 5 and re-colored with Paint Shop Pro.
-Partial basis for Entrepreneur: The Beginning's design.
-Comes with short stories "Shade of Blue" and "Alternative Shade of Blue."


Name: Entrepreneur: The Beginning
Genre: Business Strategy
Filesize: 33,396 KB
Status: Released Demo / WIP
Tilesets: 14
Walkabout Sets: 38
Heroes: 1*
Enemies: 0
Attacks: 0
Weapons: 0
Backdrops: 14
Maps: 13**
Items: 34
Shops: 7***
Battle Formations: 0
Text Boxes: 1144
Menus: 39
Vehicles: 0
Tags: 331
Songs: 12
Sound Effects: 27
Scripts: 272****
Global Variables: 913

*Does not use battle graphics
**(11 usuable, 1 map-in-progress, 1 defunct)
***Untraditional shops
****uses 9 special outside scripts

Fun Facts:
-Made for Meatballsub's 2009 8-bit Contest.
-Uses one palette.
-Fastest swelling filesize (both in game and plotscript) in my entire collection.
-My official love letter to the 80s.
-Fulfills my dream to make a business simulator (my favorite type of game).
-Music (not including songs) made by Mr. 8bit.
-Uses 25 members of the community as customers.
-Implemented all of this in one month.
-Comes with two flash fiction pieces from my collection Seven-Sided Dice.


Name: Tightfloss Maiden
Genre: RPG / Strategy / Puzzle
Filesize: 31,632 KB
Status: Released Demo / WIP
Tilesets: 26
Walkabout Sets: 167
Heroes: 1
Enemies: 13
Attacks: 37
Weapons: 4
Backdrops: 376
Maps: 16*
Items: 33
Shops: 0
Battle Formations: 21
Text Boxes: 572
Menus: 1 (default menu)
Vehicles: 0
Tags: 145
Songs: 32**
Sound Effects: 91
Scripts: 244***
Global Variables: 156

*(14 usuable, 1 map-in-progress, 1 special instance)
**About half are either defunct or placeholders
***uses 2 special outside scripts

Fun Facts:

-Originally made for the 2001 48-Hour Contest.
-Perpetually labored for eight years with new details, but the same content.
-Production re-launched after a five-year hiatus when Moogle1 announced the 2009 Gameathon.
-Released as an entrant for the 2009 Gameathon.
-Won 11th place (out of 19?) for the 2001 48-Hour Contest, and 3rd in the 2009 Gameathon (though rated "Best in Show" for improvement).
-Originally meant to be re-released as a "Candy Edition" featuring many more supplemental materials than what's currently included.
-Several members of the community wrote short stories and poems to be included in the "Hideaway Library."
-Comes with the Short Story "When One Falls."


Name: The Adventures of Powerstick Man*
Genre: Comic RPG / Strategy / Puzzle
Filesize: 12,849 KB / 13,218 KB
Status: Released Demo
Tilesets: 24
Walkabout Sets: 216
Heroes: 6
Enemies: 35
Attacks: 121
Weapons: 14
Backdrops: 101
Maps: 45**
Items: 94 / 97
Shops: 21 / 23
Battle Formations: 63
Text Boxes: 1814 / 1829
Menus: 1 (default menu)
Vehicles: 1
Tags: 351 / 354
Songs: 83***
Sound Effects: 0
Scripts: 102 / 105
Global Variables: 9

*Secondary numbers denote changes made to "Legendary Edition"
**(39 usuable, 4 maps-in-progress, 1 special instance, 1 defunct)
Note: Legendary Edition opens up the 4 in-progress maps
***Not all are implemented

Fun Facts:

-Based off a comic I first wrote in 1992.
-Character inspired by an aging tennis star who subsequently did a couple cheesy deodorant commercials for Power Stick.
-Original comic inspired an unfinished sequel called Powerstick Man Rock n' Roll.
-Powerstick Man Rock n' Roll inspired the current suit design.
-Comic and game both take stabs at pop culture from the 80s to the present.
-Powerstick Man spent the interim period between the comic and the game as a commentator in the margins for my college writing workshop critiques.
-Was my first attempt at the OHR and video game making as a whole (not including really basic text adventures I tried to make in the early 90s).
-Comes with the short story "Superheroes Anonymous."


Name: The Adventures of Powerstick Man: Extended Edition
Genre: Comic RPG / Strategy / Puzzle
Filesize: 85,968 KB
Status: WIP
Tilesets: 113
Walkabout Sets: 699
Heroes: 6
Enemies: 74
Attacks: 212
Weapons: 16
Backdrops: 289*
Maps: 92**
Items: 144
Shops: 24
Battle Formations: 165
Text Boxes: 4686
Menus: 7
Vehicles: 1
Tags: 631
Songs: 166***
Sound Effects: 504
Scripts: 570****
Global Variables: 246

*The original 101 remain, but many are no longer in use
**(68 usuable, 4 maps-in-progress, 9 special instances, 11 defunct)
***Not all are implemented
****uses 3 special outside scripts

Fun Facts:

-Was originally planned as a small update to the original game, adding one new side quest and a handful of new NPCs.
-Development quickly spiraled out of control, and I ended up scrapping the original plan and decided to make this the official update and continuation to the original game.
-The "small update" so far has doubled the number of tags and maps, tripled the amount of dialogue and graphics, and quintupled the number of plotscripts used in the original game.
-The new areas and characters inspired many of the sequences used in the Modern Day Fantasy novels (and vice versa).
-First time I brought in outside help for a Powerstick Man game (with TMC as a plotscript helper).
-Provides my first experience with layers and sound effects.
-Currently takes about 80-100 seconds to load.
-Plotscript takes 20 seconds to compile.
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Metal Slime
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 PostThu Sep 10, 2009 11:02 pm
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I was going to post, but then I realized that I had a small (but respectable) cache of graphics. Full stop. Holy Jesus have I fallen behind on this thing.

I seem to be almost completely unable to get any work done unless I'm hopped up on diet coke the day before it's due Sad

I made a nice wooden floorboard tile today, but I really need some kind of slave driver Gonk

Nothing like counting your game on one hand to motivate/depress you.

Still, just to show...

Name: Mostly About Robots
Genre: Traditional RPG
Filesize: 331 kb
Status: Practically a test file
Tilesets: 1 (With 32 tiles)
Walkabout Sets: 6, three of which are a variant set
Heroes: 2
Enemies: 3
Attacks: 1 (And it barely counts: It's a lazer beam)
Weapons: 0
Backdrops: 0
Maps: 2, but subject to be edited out of existance
Items: 0
Shops: 0
Battle Formations: 0
Text Boxes: 2
Menus: ...The default...
Vehicles: 0
Tags: 0
Songs: 0
Sound Effects: 0
Scripts: Nope
Global Variables: 0

Total: 14
Metal Slime
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 PostThu Sep 10, 2009 11:31 pm
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This is for the version of Okédoké I have on my computer at the moment, by the way.

Name: Okédoké! La Leyenda Mexicana
Genre: RPG
Filesize: 9.41 MB
Status: WIP (older demo available, current version not yet)
Tilesets: 18
Walkabout Sets: 175
Heroes: 4 (7 hero graphics sets... you'll see what the three extras are for if you equip a certain item in the next version!)
Enemies: 187 (148 enemy graphics)
Attacks: 234 (87 attack graphics)
Weapons: 18 (16 weapon graphics)
Backdrops: 48
Maps: 55
Items: 111
Shops: 27
Battle Formations: 437
Text Boxes: 1265
Menus: Just the default one, with some minor changes
Vehicles: None
Tags: 105
Songs: 57
Sound Effects: 37
Scripts: 73
Global Variables: None

And just for comparison... one of my really old games.

Name: The Kirby Lands
Genre: RPG
Filesize: 11.2 MB
Status: Been finished for years
Tilesets: 8, a couple of which are almost empty
Walkabout Sets: 47
Heroes: 18 (17 hero graphics sets)
Enemies: 312 (218 enemy graphics)
Attacks: 194 (88 attack graphics)
Weapons: 57 (21 weapon graphics)
Backdrops: 127
Maps: 74
Items: 188
Shops: 48
Battle Formations: 333
Text Boxes: 637
Menus: Default only
Vehicles: 4
Tags: 54
Songs: 55
Sound Effects: None
Scripts: 14
Global Variables: None

Wow. Not jamming all your text into the same box really makes your textbox count go up... TKL probably has more actual text in it, but in Okédoké I split them up based on who's talking and usually kept the boxes down to a certain size.

EDIT: Noted difference between enemy/hero/weapon/etc. definitions and graphics. And also noticed that my older games used A LOT of recolors for enemies and weapons, compared to how often I use them in my more recent games.
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 PostFri Sep 11, 2009 12:01 am
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The statistics for Powerstick Man never cease to boggle the mind :)
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 PostFri Sep 11, 2009 12:58 am
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Name: Maces Wild
Genre: RPG
Filesize: 3,665 KB
Status: WIP
Tilesets: 1
Walkabout Sets: 31 (not counting invisibles)
Heroes: 4, 6 sprite sets
Enemies: 31 enemies, 30 sprites
Attacks: 92, 45 graphics
Weapons: 17, 13 graphics
Backdrops: 13
Maps: 9
Items: 66 (99 slots)
Shops: 9
Battle Formations: 39
Text Boxes: 400 (unknown number of blanks)
Menus: 4
Vehicles: Defaults only
Tags: 36
Songs: 15
Sound Effects: 36
Scripts: 7
Global Variables: None

Fun facts:
- Originally made for the 2009 8-bit contest
- Ken's graphic originated as a doodle on a coaster
- First game I've made where the main character doesn't use a sword
- First game I've made where the main character's element is ice
- The darkest, grittiest gameworld I can bring myself to make
- Many ideas shapelessly pilfered from forums, as well as other OHR games(especially Surlaw's TGC 2009 entry)
- Dare to be Stupid is my all-time favorite song, as it has been since I first watched the good Transformers movie
- Geschenk Strafe was an internet forum gimmick before becoming a villain in this game

Name: Densetsu no Okami
Genre: RPG
Filesize: 3,210 KB
Status: WIP
Tilesets: 2
Walkabout Sets: 26
Heroes: 7 characters, 6 graphics
Enemies: 36, 25 graphics
Attacks: 77, 18 graphics
Weapons: 22, 23 graphics
Backdrops: 30
Maps: 7
Items: 58 (hands don't count...)
Shops: 6
Battle Formations: 70
Text Boxes: 283
Menus: 1
Vehicles: Default Only
Tags: 54
Songs: 23
Sound Effects: 27
Scripts: 0
Global Variables: 0

Fun Facts:
- A remake of the remake of my second OHR game
- My entry for the apparently canceled newbie remake contest
- Wolf's appearance is based off of the "Wolf" monster in Dragon Warrior 1, but named after the character "Wolf" in The 10th Kingdom
- Zera's name is based off of Xena
- Dan was raised by dwarves, and in earlier versions of the stroy was half-dwarf himself
- Foxi the bard/wizard has a name in common with the Chinese playwright Xiong Foxi, but this is pure coincidence (I found this out by searching for stuff randomly on the Brittanica)
- Mira the elven wizardess and MidKnight the black tiger samurai were dropped from the old version because I don't like the number of heroes to exceed 4
- Shares continuity with every other game I have released, besides Maces Wild and Moron Mission
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Metal Slime
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 PostFri Sep 11, 2009 1:23 am
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Hm, why not list the number of palettes as well? Actually, I think that there are a couple of vague things on your template, like enemy graphics vs enemy definitions. Here's my version; I'll bold any changes in case you'd like to go back and edit anything on yours.

Name: Tales of the New World I
Genre: Classic RPG
Filesize: 5.95 MB
Status: Complete *
Tilesets: 10 (compare this to the number of maps!)
Walkabout Sets: 109
Hero Graphic Sets : 14
Enemy Graphic Sets : 19+42+4=65
Attack Graphic Sets: 93
Weapon Graphic Sets: 0
Backdrops: 3
Palettes: 154
Maps: 87
Hero Definitions: 17
Enemy Definitions: 164
Attack Definitions: 541
Items: 244
Shops: 38
Battle Formations: 404
Formation Sets: 60
Text Boxes: 2470
Menus: 1
Vehicles: 4
Tags: 261
Songs: 15
Sound Effects: 0
Scripts: 262 **
Global Variables: 102

Fun Facts:
-This is my first ever game on the OHR; the map for the first forest was the second thing I ever input, besides some graphics that got erased
-The basis of the game was originally worked out when I was 11 or so, and was meant to be Dragon Warrior V, since after playing IV I was so upset when I heard V would not be released in the US

*Actually, I am slowly updating it with new graphics, maybe some other stuff too, but I'm not sure if I'll ever complete it

**There are plenty more autonumber scripts, but I have no easy way to count them all without going through all of my script files one by one

###########

Name: Tales of the New World II
Genre: Classic RPG
Filesize: 2.28 MB
Status: WIP
Tilesets: 13 (still lots of empty spaces in a lot fo them)
Walkabout Sets: 41
Hero Graphic Sets : 3
Enemy Graphic Sets : 13+4+0=17
Attack Graphic Sets: 37
Weapon Graphic Sets: 1
Backdrops: 0
Palettes: 75
Maps: 16
Hero Definitions: 4 (one very incomplete, however)
Enemy Definitions: 37 (many are special constructs for learning skills from monsters, however)
Attack Definitions: 174
Items: 39
Shops: 1 *
Battle Formations: 52
Formation Sets: 9
Text Boxes: 637 (many are placeholders for item info, however)
Menus: 18 *
Vehicles: 0
Tags: 88 (includes some placeholders for learning skills from monsters, however)
Songs: 0
Sound Effects: 0
Scripts: 65 **
Global Variables: 60

Fun Facts:
-This may well be the only OHR game to give each hero their own item menu while still using the standard battle system
-I spent the first 10-20 hours of development on almost nothing but the item system
-This is a prequel to the first game, about 500 years prior, and there are a few characters in this game who appeared in the first
-The links between the two games were planned out pretty carefully before the first game was even halfway done, so I hope that the world feels like it has some continuity

*Due to the customized item system, shops are not defined as shops, but are defined as menus instead. The one actual shop definition is used solely for selling items. The 18 defined menues include 9 shops, the rest are various menues for the item system and some other things.

**There are plenty more autonumber scripts, but I have no easy way to count them all without going through all of my script files one by one

EDIT: forgot to mention that many of the textboxes in Tales 2 are still just placeholders.

EDIT2: Fun Facts added, "Fun" used loosely here
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 PostFri Sep 11, 2009 4:59 am
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msw188 wrote:
Hm, why not list the number of palettes as well? Actually, I think that there are a couple of vague things on your template, like enemy graphics vs enemy definitions. Here's my version; I'll bold any changes in case you'd like to go back and edit anything on yours.


No, I considered these as I wrote the template, but decided I'd rather leave room for others to pick and choose which stats mattered to them and to remove the ones that don't (which you did, so mission accomplished). For me, the palette was the least interesting of my stats across the board (Powerstick Man XE is the only one to break 20--and even with the extensive number of graphics, it's still only at 121). I've broken the graphic sets down in the dedicated stat sheet between small, medium, and large enemies for the original Powerstick Man (and the Legendary Edition--which is included in the file), but decided to streamline the categories for this posting to keep it moving. On a related note, the dedicated sheet counts total spells, as well as "most powerful" weapons, items, etc. For individual postings I think this is fine, but when posting nine games in a single post, it becomes daunting.

If any of you want to post your "most powerfuls," feel free. I probably won't do it for any of my updates, though.

Also, I didn't do this for mine because I wanted to keep the template in use, but if you want to omit any category that equals "0," that would work, too.

msw188 wrote:
**There are plenty more autonumber scripts, but I have no easy way to count them all without going through all of my script files one by one


I dropped my scripts into HSPEAK before writing down the stats. I don't know how it handles autonumbers (I have zero of those for the record), but it counts all scripts, including undefined and imported scripts, into its total. So you don't have to manually count them. Honestly, if I had to count each one myself, I wouldn't have included the stat. Powerstick Man: XE has 457 defined scripts. That means there are well over 100 that aren't defined. There's no way I'd want to pick through that file to find those scripts (even with a text search for "script").

Try recompiling them and see what numbers they give you.

James Paige wrote:
The statistics for Powerstick Man never cease to boggle the mind Smile


I hear Sword of Jade is the true statistics monster. That's a game I want to see posted here.

Let's see some Wandering Hamster stats, Mr. Paige. And some Baconthulhu and Don't Eat Soap stats. And some fun facts. I'd like some fun facts from these games.
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 PostFri Sep 11, 2009 6:41 am
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About "Most Powerful" things--I just noticed something odd about the stronger attacks in Okédoké... all of the strongest physical attacks are only used by enemies!

The top three Attack/Defense-based attacks, based on their "extra damage" amount, are all the signature moves of a boss or tough enemy (250 and 200 extra damage; the 200 is the only one in the currently available demo, the F-15's Missile attack) and the fourth is an attack that a few strong enemies use (150 extra damage; Iron Fist.) The strongest physical attack any of the heroes ever gets (100, Señor Rialgo's Despegue) barely makes it into the top five.

Also, Señor Rialgo's TraCero is the single most powerful attack that you'll ever be able to use... and he has it from the very start of the game. I guess the huge cost and long charge-up time keep it from being overpowered.
Metal Slime
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 PostFri Sep 11, 2009 2:07 pm
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I put my script through Hspeak to get the numbers I got, but I'm about 93% certain that it does not count autonumber scripts. I don't know what you mean by 'imported' scripts; as far as I know it counts all scripts that can be used in custom, regardless of how you defined them. But autonumber scripts are ones that you don't plan on assigning to anything in custom, and I have a handful of those per game. Certainly more than 10, but probably not many more than 30.
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 PostFri Sep 11, 2009 5:39 pm
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Name: Dawn
Genre: regular RPG
Filesize: 8.02 megs
Status: Work in progress
Tilesets: 11 (7 currently in use)
Walkabout Sets: 97
Heroes: 7 (5 playable in the demo)
Enemies: only 37?
Attacks: 65
Weapons: 20
Backdrops: 8 (more then i thought, lol)
Maps: 26
Items:120
Shops: 6
Battle Formations: 21
Text Boxes: 139
Menus: 1 (lol)
Vehicles: 0
Tags: 25
Songs: 8
Sound Effects:27
Scripts: 14
Global Variables: 0

FUN facts.
+Dawn started a month after i gave up on my old game Xeon because my skill level increased and needed a new start.
+Olmin was inspired by a keychain.
+I've had the concept for the prince of whales for awhile, but couldnt pixel
well enought to make him until dawn
+In belton, theres 2 different characters to play as, depening on who you talk to.
+originally designed as an rpg in the ohr, then a platformer in game maker, and back to the ohr again.
+SOMEONE NEEDS TO REVIEW IT NAO!

Name: Last Man Standing
Genre: Zelda/Zombie shooter
Filesize: 1.13megs
Status: Early developement
Tilesets: 2
Walkabout Sets:38
Heroes: 1
Enemies: 4
Attacks: 0
Weapons: 4 working
Backdrops: o
Maps: 5
Items: 2
Shops: 1
Battle Formations:0
Text Boxes: 5
Menus: 1
Vehicles: 0
Tags: 0
Songs: 1
Sound Effects: 0
Scripts: 4
Global Variables: I dont know, ask spoon
Fun facts?

+me and spoonweaver are making this togeather
+spoonweaver did most of the work
+I'm getting back to this now that i dont have to rush with dawn as much anymore
+features ZOMBIES!
+takes place in Grinnington pennsylvania, "smile, your in Grinnington!"
Blip.
Metal Slime
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 PostFri Sep 11, 2009 5:46 pm
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Blue Train wrote:
+SOMEONE NEEDS TO REVIEW IT NAO!

Hmm, I as just thinking I needed to do something for the next Hamsterpeak. If no one else has claimed it, I'll see what I can do.
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 PostFri Sep 11, 2009 6:10 pm
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By imported, I mean included plotscript files that I recycle for a number of my games, like the animation scripts I posted in HamsterSpeak awhile back.
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 PostFri Sep 11, 2009 7:29 pm
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Okay, gosh darn it. I'll play.

Name: Wandering Hamster
Genre: RPG
Filesize: a bit over 5MB
Status: WIP (next demo due pretty darn soon!)
Tilesets: 9 real ones, 7 used for the scrolling intro backdrops
Walkabout Sets: 68
Heroes: 8 (7 playable without cheating)
Enemies: 78 (a few of which are unplayable)
Attacks: 163
Weapons: 27
Backdrops: 27
Maps: 17 real ones, 1 used for scrolling intro backdrops
Items: 91
Shops: 16
Battle Formations: 104
Text Boxes: 521
Menus: just the main menu
Vehicles: 4 (2 of which aren't usable yet)
Tags: 107
Songs: 31
Sound Effects: a puny 11, need more!
Scripts: 80 (hspeak reports total scripts, but importing into custom only counts old-style non-autorun scripts and newstyle plotscripts)
Global Variables: 15, plus a few for a fake array for Broaste's troops in the intro.
Portraits: 23

Fun Facts:
* The original name of the OHRRPGCE was going to be Wandering Hamster, but after a day or two I decided that was a better name for the game.
* Gisli the viking was created by my cousin Brian, the other half of the Hamster Republic
* Havoc (who isn't playable yet) is based on my friend Matt
* James as he appears in the game is based on how I looked in 1997. I still own the hat, but it is in *terrible* condition now.
* Each Bob the Hamster game I make has its own separate continuity and its own separate canon.
* The Goblin Head monster on the troll mountain was taken from a scan of some pencil art my sister Julie did for a freshman art class.
* I hate battle balancing, and wish somebody would come along to fix all my enemy stats for me. I choose them more or less randomly.
* Like Pepsi Ranger with Powerstick man, I started a novelization of Wandering Hamster, but unlike him, I have only finished about a chapter-and-a-half (His rivals War and Peace right now I think ;)
* I have accepted music contributions from a lot of people, but the two that blow me away are Jabbercat and Cartlemmy. Because of the quality of the music they have provided, I am seriously considering switching to all-ogg music, in spite of the massive file-bloat that would entail.
* I am really loving text box portraits. They have revived a lot of my joy for this game. They allow me to inject a big does of emotion into the dialog that would be much harder to do with walkabouts alone (other people do make their walkabout incredibly expressive, but I think they spend about 10x as much time on walkabouts as I do on portraits ;)

Name: Don't Eat Soap!
Genre: Arcade
Filesize: about 7mb (almost all Jabbercat's awesome music)
Status: Released (an extended edition in the futre is not out of the question)
Tilesets: 3 (0 has all maptiles 1 is blank and used for hiding wind, 2 is wind patterns seen only in custom)
Walkabout Sets: 21
Heroes: 0
Enemies: 10 (all scripted)
Attacks: 5 (Bubbles!, Steve-Fire, Lightening-Bolt, Triangle-Spike, Spread-Diamonds)
Weapons: (see above)
Backdrops: 1
Maps: 26
Items: 0
Shops: 0
Battle Formations: 0
Text Boxes: 16
Menus: 3
Vehicles: 0
Tags: 0
Songs: 5
Sound Effects: 18
Scripts: 301
Global Variables: 20 (but makes extensive use of slices and uses their extra data as variables)

Fun Facts:
* Bubble Bobble holds a special place in my heart. it was the second video game I ever owned (right after Super Mario Bros 1 that came with my NES) and I have a lot of memories of playing it two-player with my sister.
* I am very proud of the two-player support. Anybody who has only played single-player should play again with a friend!
* Features Mr Triangle, Tim of Timpoline, and Steve of Tim-Tim the Mighty Gnome. I would have liked to add more cameos from other OHR games, but I didn't have time.

Name: Bob the Hamster in the Crypt of Baconthulhu
Genre: Roguelike
Filesize: about 4MB
Status: Released (but I have ideas...)
Tilesets: 2 (1 of tiles, 1 of items)
Walkabout Sets: 17
Heroes: 2
Enemies: 6 (all scripted)
Attacks: 3 (used by potions)
Weapons: 4
Backdrops: 11
Maps: 6 (all randomly generated)
Items: 19
Shops: 4
Battle Formations: 0
Text Boxes: 129
Menus: 9
Vehicles: 0
Tags: 25
Songs: 1 (but is a masterpiece, kudos again to Jabbercat!)
Sound Effects: 0
Scripts: 29
Global Variables: 30

Fun Facts:
* Born from my love for Powder
* First introduced Misa du Hamstre. (Misa is my girlfriend's middle name)
* If anybody ever puts in the incredible amount of time and effort required to get the "Good" ending, they will probably murder me.
* Will definitely receive an update after the new SAV format is done, and it will get real saves, so you won't have to do it all in one sitting.
* NOT the first Lovecraft-mythos-inspired roguelike for the OHRRPGCE, just the first to be released!
* Although this game is heavily scripted, I went out of my way to use built-in features as much as possible.
* Bob's sprites are ripped directly from BobQuest. I consider Baconthulhu to be a spiritual sequel to BobQuest (even more than DireSPAM was)
Metal Slime
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 PostSat Sep 12, 2009 12:06 am
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James Paige wrote:
Tilesets: 9 real ones, 7 used for the scrolling intro backdrops
...
Maps: 17 real ones, 1 used for scrolling intro backdrops

Interesting, so you just have one map and cycle through the tilesets on it? Obvious with hindsight.
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