You need to include the dll files (SDL.dll and SDL_mixer.dll) in order for the game to work as a standalone. (JSH pointed this out first, but the way he did it made it show up in the "Reviews" section of the game listing.)
Haven't played it yet, but it sounds pretty cool.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
http://www.slimesalad.com/forum/viewgame.php?p=61048
I don't understand the question
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
I don't understand the question
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
I'm sorry that I did not reply to you, but I'm afraid I didn't notice this thread in time. But thank you for the advice, I've noticed it after many of my friends reported that the game wouldn't work but ask for a missing dll, so I remembered and included them. Sorry again.
About the translation:
If anybody on this forum does speak German and is interested in translating it, I would be very, very grateful if she or he would contact me.
I've got a translation in mind, however I would start working on one after the city is completely finished, as there still are plenty of textboxes to be written, and as soon as major debugging and balancing issues are solved.
Also, there are already about 700 textboxes I need to translate, so motivating myself to do it might be a problem, so please be patient^^
Thank you.
About the translation:
If anybody on this forum does speak German and is interested in translating it, I would be very, very grateful if she or he would contact me.
I've got a translation in mind, however I would start working on one after the city is completely finished, as there still are plenty of textboxes to be written, and as soon as major debugging and balancing issues are solved.
Also, there are already about 700 textboxes I need to translate, so motivating myself to do it might be a problem, so please be patient^^
Thank you.
Since there already is a thread named like my game, I thought it would be redundant to create another one, so I'll just go ahead and use this one as a Developer's Journal and to ask questions.
I am a beginner; I've never really made a game before (though I started creating a text-adventure in python with a friend) and certainly never used the O.H.R.R.P.G.C.E. before. So I haven't got any experience in developing games in general at all, and plotscripting issues as well as general issues with the editor might be a problem.
Also, the graphics aren't that well, since I haven't done any major pixeling before that and will never reach the status of Fenrir-Lunaris games (I played plenty of them before starting my game and the sight of them still stuns me) but I don't think anyone will scratch his eyes out because of them. Although, if anybody has, it would be impossible to mail me of course, so I can't be sure. But I think they aren't that awful, but they could use a whole lot of improvement.
Since the graphics aren't pure gold, I try to make up a lot with text. Now the problem is that I used too much text, especially the intro is just a whole lot of talking which isn't only boring but also clumsy exposition. However I planned on replacing the current intro with some cool cutscenes as soon as the places in which they were to take place would be created, and I think I'm going with this inital plan.
However there is still too much text, and much of it is silly (in my opinion) so I will still need to improve that.
A minor problem, which is still annoying, is that the bullets I'm using as ammunition for firearms do not work properly. They do not reduce themselves, that is. I've of course set the right number under the Cost section of the attack, but it's still not working. I'll see to it ASAP.
Right now, aside from a fixed list of things I will improve to finish the first city, I am mostly working at the World Map. That is, when I'm actually working, and that isn't that frequent.
Also, there is still a story-cutscene as well as a battle missing, but this isn't causing me any trouble.
Balancing is still a problem, I doubled the difficulty after one of my friends completed the Demo without buying a single weapon or armor (except for the endboss). Some quests are also about asking about and looking around and though he hadn't got any major problems and found and solved most quests in one try, I'll implement some tips for the parts which aren't that obvious by making the beggars omniscient (so to say).
I'll upload some screenshots presently to show you, how my graphics are and how I could improve them.
I am a beginner; I've never really made a game before (though I started creating a text-adventure in python with a friend) and certainly never used the O.H.R.R.P.G.C.E. before. So I haven't got any experience in developing games in general at all, and plotscripting issues as well as general issues with the editor might be a problem.
Also, the graphics aren't that well, since I haven't done any major pixeling before that and will never reach the status of Fenrir-Lunaris games (I played plenty of them before starting my game and the sight of them still stuns me) but I don't think anyone will scratch his eyes out because of them. Although, if anybody has, it would be impossible to mail me of course, so I can't be sure. But I think they aren't that awful, but they could use a whole lot of improvement.
Since the graphics aren't pure gold, I try to make up a lot with text. Now the problem is that I used too much text, especially the intro is just a whole lot of talking which isn't only boring but also clumsy exposition. However I planned on replacing the current intro with some cool cutscenes as soon as the places in which they were to take place would be created, and I think I'm going with this inital plan.
However there is still too much text, and much of it is silly (in my opinion) so I will still need to improve that.
A minor problem, which is still annoying, is that the bullets I'm using as ammunition for firearms do not work properly. They do not reduce themselves, that is. I've of course set the right number under the Cost section of the attack, but it's still not working. I'll see to it ASAP.
Right now, aside from a fixed list of things I will improve to finish the first city, I am mostly working at the World Map. That is, when I'm actually working, and that isn't that frequent.
Also, there is still a story-cutscene as well as a battle missing, but this isn't causing me any trouble.
Balancing is still a problem, I doubled the difficulty after one of my friends completed the Demo without buying a single weapon or armor (except for the endboss). Some quests are also about asking about and looking around and though he hadn't got any major problems and found and solved most quests in one try, I'll implement some tips for the parts which aren't that obvious by making the beggars omniscient (so to say).
I'll upload some screenshots presently to show you, how my graphics are and how I could improve them.
Twinconclusive wrote:
I seem to recall a recent feature that lets you import/export textboxes into a .txt file or something.
Perhaps this could be plugged into some sort of translation software for a rough version? (Only Google Translator comes to mind at the moment).
Perhaps this could be plugged into some sort of translation software for a rough version? (Only Google Translator comes to mind at the moment).
It'd be awkward, due to the character limits. The .txt file gives a nice little ----- line to indicate the limit, but the translation software wouldn't know that.
Besides, errors in translation caused by the computer not being great would accumulate fast. Even google translate, probably the best of them, is pretty rough.
I agree, but exporting as well as importing textboxes would make translation by myself so much more convenient. Also it would be helpful for sending it to people who might do this for me. But I'll probably do it myself, because I wouldn't trust anybody to translate things the way I want them to be. However, if somebody would do it, I would see the complete translation through once and correct things if necessary.
But there isn't anybody German at this forum, or even if, just a few people actually want to do translations.
I'll look for someone or do it myself, but Google is not an option, because German and English have totally different grammar and there are many words missing as well as many I've made up. A human being must do it, sorry.
But there isn't anybody German at this forum, or even if, just a few people actually want to do translations.
I'll look for someone or do it myself, but Google is not an option, because German and English have totally different grammar and there are many words missing as well as many I've made up. A human being must do it, sorry.
Of course you wouldn't leave it entirely to Google to translate it.
I was thinking that after getting the words roughly translated, you can send the new file to an english-speaker who could move the words around to make them gramatically correct.
However, getting an actual translator would definitely be ideal.
I was thinking that after getting the words roughly translated, you can send the new file to an english-speaker who could move the words around to make them gramatically correct.
However, getting an actual translator would definitely be ideal.
Well, I know more than one American Native Speaker personally, however it's not easy convincing someone of doing something like that properly, perhaps he might do it but with no motivation messing some things up to get it over with.
But there will be a translation. Sooner or later^^
Right now, some attacks I've put in behave in a rather dodgy way; I've made a bottle-throwing chain attack which can only be used with certain bottles in the inventory; but it somehow manages to consume all bottles I've got and the attack even hits several times.
The opposite is somehow the case with my firearms. I've definitely set cost of bullets to 1, but firing still works without bullets and when I bought any they're not being consumed by the attack at all.
It is trouble to create a world map of a continent that really exists only using normal tilemapping. But I've crafted the raw landmasses of middle- and southeastern Europe.
I'm currently using a laptop, but I'll upload some screenshots of it and generally of my game soon.
But there will be a translation. Sooner or later^^
Right now, some attacks I've put in behave in a rather dodgy way; I've made a bottle-throwing chain attack which can only be used with certain bottles in the inventory; but it somehow manages to consume all bottles I've got and the attack even hits several times.
The opposite is somehow the case with my firearms. I've definitely set cost of bullets to 1, but firing still works without bullets and when I bought any they're not being consumed by the attack at all.
It is trouble to create a world map of a continent that really exists only using normal tilemapping. But I've crafted the raw landmasses of middle- and southeastern Europe.
I'm currently using a laptop, but I'll upload some screenshots of it and generally of my game soon.
Hello everybody, I'm sure it took a sweet time but there wasn't anybody really waiting for it I reckon: It's time for some screenshots.
As I said before I don't think they are good, neither do I think they are that bad as there are some graphics I'm proud of as well as some I'm ashamed for.
Anyway, I'll start with some in-game-pictures, all from the same level.
As you will easily notice there are some tile-errors I never really fancied undoing, but if they will be taken care of. Someday.
I'm currently working on a world map, and I've come pretty far though crafting a map resembling a real continent is indeed difficult.
The tiles I used for it are place-holders and I actually wrote "Place holder" in black letters on the tiles, so that the miniature image of the map is covered with little black spots. But you can already recognize the places I think.
These are my heroe-pictures. They aren't horrible I think, but they aren't very good either. As for all my palettes I haven't chosen well for the heroe pictures, but I'm learning by doing since I missed looking up documentation before really starting, and in the beginning I didn't even get how to use palettes at all. However, as horribly chosen as the current palettes might be, the next ones for the next cities, enemies and heroes will benefit from my beginner mistakes. I hope.
These are some very rubbish graphics that took less than a minute and no effort at all, that is...all the small ones, I guess, though I could live with them I'm definitely not proud of them.
These are some of the rare graphics I actually like, especially the woman in the blue dress as well as the soldier (though I'm mostly proud of the latter one because I succeeded in depicting an 18th century prussian foot soldier perfectly).
Some weapons. Well, what's to say?
That's a textbox, then. I've tried to change the edges in a subtle yet improving way. Though it took me ages to draw the skull I think it's a bit overdone, but I'm not sure.
That's some of the walkabout pictures.
Frankly, the best one is the crate^^
Anyway, that will give you an impression of the style of my game. The graphics do need some work and I'd like to know where to start (provided I will).
About the music (if anyone's launched my game already and got to the title-screen): The tile-screen music is Souvenir de Florence by Pyotr Ilyich Tchaikovsky, and most of my music is from romantic composers. Yes, I know that I am supposed to use classic music considering my game takes place, well, in the classic era, but I won't change it now I think.
I didn't download it illegally and included the license in my license.txt. The title-song in particular is public domain.
EDIT:
Uhm, sorry about the screenshots, I haven't got much experience with imageshack. I'll replace the URLs ASAP.
EDIT.
Done. I pray it works.
EDIT:
Ah, come on, this is about the fifth time I'm editing this post. Hopefully it works now.
As I said before I don't think they are good, neither do I think they are that bad as there are some graphics I'm proud of as well as some I'm ashamed for.
Anyway, I'll start with some in-game-pictures, all from the same level.
As you will easily notice there are some tile-errors I never really fancied undoing, but if they will be taken care of. Someday.
I'm currently working on a world map, and I've come pretty far though crafting a map resembling a real continent is indeed difficult.
The tiles I used for it are place-holders and I actually wrote "Place holder" in black letters on the tiles, so that the miniature image of the map is covered with little black spots. But you can already recognize the places I think.
These are my heroe-pictures. They aren't horrible I think, but they aren't very good either. As for all my palettes I haven't chosen well for the heroe pictures, but I'm learning by doing since I missed looking up documentation before really starting, and in the beginning I didn't even get how to use palettes at all. However, as horribly chosen as the current palettes might be, the next ones for the next cities, enemies and heroes will benefit from my beginner mistakes. I hope.
These are some very rubbish graphics that took less than a minute and no effort at all, that is...all the small ones, I guess, though I could live with them I'm definitely not proud of them.
These are some of the rare graphics I actually like, especially the woman in the blue dress as well as the soldier (though I'm mostly proud of the latter one because I succeeded in depicting an 18th century prussian foot soldier perfectly).
Some weapons. Well, what's to say?
That's a textbox, then. I've tried to change the edges in a subtle yet improving way. Though it took me ages to draw the skull I think it's a bit overdone, but I'm not sure.
That's some of the walkabout pictures.
Frankly, the best one is the crate^^
Anyway, that will give you an impression of the style of my game. The graphics do need some work and I'd like to know where to start (provided I will).
About the music (if anyone's launched my game already and got to the title-screen): The tile-screen music is Souvenir de Florence by Pyotr Ilyich Tchaikovsky, and most of my music is from romantic composers. Yes, I know that I am supposed to use classic music considering my game takes place, well, in the classic era, but I won't change it now I think.
I didn't download it illegally and included the license in my license.txt. The title-song in particular is public domain.
EDIT:
Uhm, sorry about the screenshots, I haven't got much experience with imageshack. I'll replace the URLs ASAP.
EDIT.
Done. I pray it works.
EDIT:
Ah, come on, this is about the fifth time I'm editing this post. Hopefully it works now.
Quote:
The opposite is somehow the case with my firearms. I've definitely set cost of bullets to 1, but firing still works without bullets and when I bought any they're not being consumed by the attack at all.
Try setting the "Check costs when used as a weapon" bitset on the attack that's supposed to use up bullets.
If you don't have that bitset on, a lot of things (including item costs, I'm guessing) are ignored when an attack is used from a weapon.
8-bit, you are hereby under arrest for topic hijacking. Your penalty is that I deleted your post instead of moving it.
At least, that's my story. Honestly, I thought you'd reposted it yourself. I'm really tired.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
At least, that's my story. Honestly, I thought you'd reposted it yourself. I'm really tired.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks



