Mine's ready aside from music. No clue if it'll be ready by the date this contest ends. I'll have a preview in HamsterSpeak this issue.
My website, the home of Motrya:
http://www.jshgaming.com
Pepsi Ranger,
Our computer was dead up until this past week so we couldn't post here though J_Taylor did post once for us once. That said is it too late to get in on this game IF we can get the game we are working on up and going by November 30th?
Thanks ahead either way and we are looking forward to these games whether we can use ours for this contest or another one. Thanks.
The high and mighty confused queen of the thirteenth tile on the bathroom floor
Our computer was dead up until this past week so we couldn't post here though J_Taylor did post once for us once. That said is it too late to get in on this game IF we can get the game we are working on up and going by November 30th?
Thanks ahead either way and we are looking forward to these games whether we can use ours for this contest or another one. Thanks.
The high and mighty confused queen of the thirteenth tile on the bathroom floor
No, you can start any time up until the last minute. I generally discourage last minute entries for the same reason I discourage procrastination: I like to see evidence of quality going into the game. If you can put together a decent game between now and then, you'll have a fair chance at doing well starting December 1st.
Your bug/feature ransoms may yield lower values by now, though. You can still nominate them, but I can't promise that James will ransom new bugs at this point, or if he'll give a high bounty for them if he does.
Good luck with the game.
Place Obligatory Signature Here
Your bug/feature ransoms may yield lower values by now, though. You can still nominate them, but I can't promise that James will ransom new bugs at this point, or if he'll give a high bounty for them if he does.
Good luck with the game.
Place Obligatory Signature Here
We are glad we can put in a game if we can get one built in time. We been working on it ever since the game contest was proposed and J_Taylor told us of this. It was mostly planning before, but planning not a bad thing.
We already have a pretty good idea of what to build and have already have n the first few walkabouts, portraits, and map tiles for trees and boulders. So we'll do our best to get this made and if not we'll just upload it when the first part of the trilogy is working well enough and download the ones everyone else puts in instead.
PR: I'd like to see evidence of quality going into the game.
Puzzle: We could show you what we have so far only everything seems too grainy when we try and bring it over. What do you save your pictures in so that they come out looking clearer?
PR: Your bug/feature ransoms may yield lower values by now, though. You can still nominate them, but I can't promise that James will ransom new bugs at this point, or if he'll give a high bounty for them if he does.
Puzzle: That's not the only problem, we also can't come up with a idea that someone hasn't thought of already. So if we get our game in and its good enough maybe we could take any fix/upgrade that would go unfixed because whoever nominated it could get their game in?
Or we could choose the land-line one we really want knowing James page already said its too hard only change it to a two player using the same computer, is that just as hard as well or possible? We also wouldn't mind waiting a long time for our prize if it came to that. It really just making the game. For us the contest only discipline us to stay on schedule.
The high and mighty confused queen of the thirteenth tile on the bathroom floor
We already have a pretty good idea of what to build and have already have n the first few walkabouts, portraits, and map tiles for trees and boulders. So we'll do our best to get this made and if not we'll just upload it when the first part of the trilogy is working well enough and download the ones everyone else puts in instead.
PR: I'd like to see evidence of quality going into the game.
Puzzle: We could show you what we have so far only everything seems too grainy when we try and bring it over. What do you save your pictures in so that they come out looking clearer?
PR: Your bug/feature ransoms may yield lower values by now, though. You can still nominate them, but I can't promise that James will ransom new bugs at this point, or if he'll give a high bounty for them if he does.
Puzzle: That's not the only problem, we also can't come up with a idea that someone hasn't thought of already. So if we get our game in and its good enough maybe we could take any fix/upgrade that would go unfixed because whoever nominated it could get their game in?
Or we could choose the land-line one we really want knowing James page already said its too hard only change it to a two player using the same computer, is that just as hard as well or possible? We also wouldn't mind waiting a long time for our prize if it came to that. It really just making the game. For us the contest only discipline us to stay on schedule.
The high and mighty confused queen of the thirteenth tile on the bathroom floor
Suggestion/possibly my feature request:
There needs to be an enemy bitset "Ignore Pause on Battle Menus" so that we can make 'battlescript' type things that ignore menu flow. Specifically, I have a Scan spell that uses enemy spawning, but the spawned enemy can't attack until all menus are held (which looks silly to a non-OHRer).
My website, the home of Motrya:
http://www.jshgaming.com
There needs to be an enemy bitset "Ignore Pause on Battle Menus" so that we can make 'battlescript' type things that ignore menu flow. Specifically, I have a Scan spell that uses enemy spawning, but the spawned enemy can't attack until all menus are held (which looks silly to a non-OHRer).
My website, the home of Motrya:
http://www.jshgaming.com
JSH357 wrote:
Suggestion/possibly my feature request:
There needs to be an enemy bitset "Ignore Pause on Battle Menus" so that we can make 'battlescript' type things that ignore menu flow. Specifically, I have a Scan spell that uses enemy spawning, but the spawned enemy can't attack until all menus are held (which looks silly to a non-OHRer).
There needs to be an enemy bitset "Ignore Pause on Battle Menus" so that we can make 'battlescript' type things that ignore menu flow. Specifically, I have a Scan spell that uses enemy spawning, but the spawned enemy can't attack until all menus are held (which looks silly to a non-OHRer).
I just finished implementing the suggestion in bug 805 for you. It is in the nightly build right now.
As for this "Ignore Pause on Battle Menus" suggestion, I an uncomfortable with it. I think it is a hacky solution for something that is already pretty hacky.
But if you tell me more about your scan attack and exactly how it works, I might be able to come up with something less hacky.
Puzzle wrote:
Puzzle: We could show you what we have so far only everything seems too grainy when we try and bring it over. What do you save your pictures in so that they come out looking clearer?
Try .png to avoid the graininess you get with .jpg
Puzzle wrote:
Or we could choose the land-line one we really want knowing James page already said its too hard only change it to a two player using the same computer, is that just as hard as well or possible? We also wouldn't mind waiting a long time for our prize if it came to that. It really just making the game. For us the contest only discipline us to stay on schedule.
Or we could choose the land-line one we really want knowing James page already said its too hard only change it to a two player using the same computer, is that just as hard as well or possible? We also wouldn't mind waiting a long time for our prize if it came to that. It really just making the game. For us the contest only discipline us to stay on schedule.
I am not familiar with this suggestion. Two-player on the same computer? Like split-screen? That would be pretty darn hard, and I think is too far outside of the scope of what the OHR normally does for me to consider it.
James Paige wrote:
I just finished implementing the suggestion in bug 805 for you. It is in the nightly build right now.
As for this "Ignore Pause on Battle Menus" suggestion, I an uncomfortable with it. I think it is a hacky solution for something that is already pretty hacky.
But if you tell me more about your scan attack and exactly how it works, I might be able to come up with something less hacky.
JSH357 wrote:
Suggestion/possibly my feature request:
There needs to be an enemy bitset "Ignore Pause on Battle Menus" so that we can make 'battlescript' type things that ignore menu flow. Specifically, I have a Scan spell that uses enemy spawning, but the spawned enemy can't attack until all menus are held (which looks silly to a non-OHRer).
There needs to be an enemy bitset "Ignore Pause on Battle Menus" so that we can make 'battlescript' type things that ignore menu flow. Specifically, I have a Scan spell that uses enemy spawning, but the spawned enemy can't attack until all menus are held (which looks silly to a non-OHRer).
I just finished implementing the suggestion in bug 805 for you. It is in the nightly build right now.
As for this "Ignore Pause on Battle Menus" suggestion, I an uncomfortable with it. I think it is a hacky solution for something that is already pretty hacky.
But if you tell me more about your scan attack and exactly how it works, I might be able to come up with something less hacky.
Sure. I have an attack with the "Scan" element. When it hits an enemy, the enemy spawns another (invisible) enemy with 1 HP/999 Speed who uses an attack that displays the weakness and kills itself. If the player has a menu up, enemies won't select attacks, so this attack will not be used until the player chooses an option or passes the turn. This interrupts the fake "natural flow" of the spell.
My website, the home of Motrya:
http://www.jshgaming.com
JSH357 wrote:
Sure. I have an attack with the "Scan" element. When it hits an enemy, the enemy spawns another (invisible) enemy with 1 HP/999 Speed who uses an attack that displays the weakness and kills itself. If the player has a menu up, enemies won't select attacks, so this attack will not be used until the player chooses an option or passes the turn. This interrupts the fake "natural flow" of the spell.
Hmmm... The new bitset to prevent menus from opening up when an attack is animating will not help here, because even a 999 speed enemy will still allow 1 tick to pass before it gets a turn.
If I implemented enemy counterattack triggers as I had originally planned ages ago, you would not need any spawning. You could just make the enemy counterattack Scan-elemental attacks using the attack that displays the weakness.
I am actually surprisingly close to being able to implement counterattack triggers.
Just giving everyone a reminder that we are now down to the last two months of this contest. Hopefully those of you who wanted to enter have started your games. I also hope those of you promising bugfixes are getting your game plans for fixing them ready. And I also hope that those of you planning to make T-shirts for the contestants have settled on a design by now.
Don't forget, two months fly by like a paycheck during bills season, so don't procrastinate if you plan to participate.
When your game is finished, you can advertise it here in the Heart of the OHR Contest thread.
Good luck.
Oh, and if you want to start sharing screenshots, you may do that in this thread, too.
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Don't forget, two months fly by like a paycheck during bills season, so don't procrastinate if you plan to participate.
When your game is finished, you can advertise it here in the Heart of the OHR Contest thread.
Good luck.
Oh, and if you want to start sharing screenshots, you may do that in this thread, too.
Place Obligatory Signature Here
This came up on Castle Paradox's version of this thread, so I thought I'd reiterate here:
Late arrivals may still issue bugfix/feature requests, but James is no longer giving bounties for them. If you didn't post your ransom over the summer, you won't get the bounty. Deadline is too close now.
Also, for those who did issue a request over the summer (prior to early September, or whatever date James determines as the cut-off), don't forget that in order to collect bounties on your failed bugfix or feature, you have to submit your game no later than 6am EST on December 1st. Claiming a bugfix alone doesn't automatically mean you'll get the reward. You have to submit a game that fits the contest.
Now that I've reminded you, it may help you to realize that only five weeks remain. If you haven't started by now, you really probably should.
And feel free to hype your game a little here. I'm curious to see what everyone's working on.
Place Obligatory Signature Here
Late arrivals may still issue bugfix/feature requests, but James is no longer giving bounties for them. If you didn't post your ransom over the summer, you won't get the bounty. Deadline is too close now.
Also, for those who did issue a request over the summer (prior to early September, or whatever date James determines as the cut-off), don't forget that in order to collect bounties on your failed bugfix or feature, you have to submit your game no later than 6am EST on December 1st. Claiming a bugfix alone doesn't automatically mean you'll get the reward. You have to submit a game that fits the contest.
Now that I've reminded you, it may help you to realize that only five weeks remain. If you haven't started by now, you really probably should.
And feel free to hype your game a little here. I'm curious to see what everyone's working on.
Place Obligatory Signature Here
Pepsi Ranger wrote:
And feel free to hype your game a little here. I'm curious to see what everyone's working on.
Mogri wrote: 

Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
So I'm finally getting back to work on Eternity Fragment...
I've divided my game into three chapters, and hopefully I can finish at least the first chapter for the deadline. Right now I'm working on implementing my story into the game, so I'm just starting to learn plotscripting. This might take a while...
I've divided my game into three chapters, and hopefully I can finish at least the first chapter for the deadline. Right now I'm working on implementing my story into the game, so I'm just starting to learn plotscripting. This might take a while...



