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Super Slime
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 PostSun Apr 17, 2011 12:54 am
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The slingshot costs some number of gold candies, as indicated. Once you have them, just touch it to collect it.

(edit) my bad, you gotta punch it.
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Metal Slime
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 PostSun Apr 17, 2011 3:56 am
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Hello! Custom can seem daunting at first, but the HowTo's work well for basics. Also, every menu in custom has a built-in help menu accessibly with the F1 key, so there's usually SOME method of telling where you are, if not where you want to go.

In general, making a game in the OHR begins with a few things:

-All non-battle areas are based on tiles (movement is tile based), so the first thing that is usually needed is a tileset in the graphics editor
-All characters that the player will be controlling in battle are considered "heroes", and need walkabout graphics for out of battle, and "hero" graphics for in battle (again, all in the graphics editor)
-In general, all things are 'drawn' generically in the graphics editor, but are then assigned in other editors (thus, you draw a walkabout in the graphics editor, but then assign it a name and stats and things in the hero editor if it is a hero, or assign it a textbox and place to appear in the NPC section of the map editor)

So yeah, before you can really design anything in custom, you have to spend some time in the graphics editor. Hope this helps!
I am Srime
Slime Knight
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 PostSun Apr 17, 2011 4:38 am
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Ah, my first question! Just a quick one.

Does the graphics support transparency? If I want to create an object, like a boulder, to place on the map can you draw a boulder and leave the surrounding edges transparent so that when placed on the map it appears to sit on the surrounding tile? Or would you just have to copy the base terrain (grass) and draw a boulder over it?

Hope that made a lick of sense.
Liquid Metal Slime
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 PostSun Apr 17, 2011 4:50 am
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Everything has a "transparency" color. If you're making the boulder in the map tile editor, just keep the black background (the top-leftmost color on the palette) and draw the boulder in. When you add it to your map, check out the Layers and Tilesets option. Here, you can add and use many different layers of map tiles. For a boulder, you only need two - one layer for the grass (and other background stuff) and one layer for the boulder (and other stuff that sits on top of the background).

Alternatively, you can make an NPC and turn it into a boulder (you can even make it pushable). Just go to the Walkabout graphic editor and draw your boulder with a 16-color palette. The leftmost color in your palette will appear transparent in-game. Now head back to your map, go to edit NPCs, pick an NPC number, assign it the proper sprite, and put it wherever on the map.

Incidentally, the OHR does not yet support alpha channels, so you can't make something translucent like, say, water or shadows.
Slime Knight
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 PostSun Apr 17, 2011 6:13 am
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Thanks. I actually just ran across the How To explaining Layers and Transparency so I apologize for asking a question that's already clearly documented.
Slime Knight
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 PostSun Apr 17, 2011 10:54 am
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Actually, I think I do need some further help with layers and transparency. I've gotten it to work but can't get it to work consistently and now I have a tree stuck on the map with a black background and can't seem to overwite it no matter what layer I'm working on I can't replace that tile with grass.

How exactly do you control layers? The How To on Layers wasn't very detailed.
Metal Slime
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 PostSun Apr 17, 2011 12:40 pm
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sounds like you put that tile on layer 0. go into the tilemap editor on the map you want to edit, then press Pg Up or Pg Down to change layers. you also have to remember to add layers in the Layers and Tileset menu. press "+" to add layers. you can add layers for things that sit on top of the ground, or another one for things that are overhead, like tree branches. you also want to remember to avoid the "overhead tile" bitset, even if you're using it for something that's supposed to be overhead. it's obsolete, and will interfere with the layers working properly. there are also some controls to "jiggle" tiles on that layer, so you can see if there are any strays. forgot how to do that though. i think you can find out by using the F1 help while laying tiles.

i had problems with layers too. turns out the tiles wouldn't appear because of the "overhead tile" bitset. the wiki doesn't explain this too well.
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Slime Knight
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 PostSun Apr 17, 2011 3:36 pm
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Thanks. Think I got the map making stuff squared away. Working on NPCs now. I'm dying to make a game with this program but there's so much to learn!

I have to say, I like the fact that you can make graphics within the program even if the drawing tools are limited. Is there a database of graphics anywhere like tilesets, portraits, and sprites or do people generally just make their own? I've made a couple sprites, a monster, and a portrait thus far but I'd be interested in seeing other people's art to get an idea of what's acceptable--my own drawings aren't what you'd call great art.
Metal Slime
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 PostSun Apr 17, 2011 3:39 pm
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There are a handful of graphics floating around, but in general most people here just make their own. Also, I'm pretty certain that all of the graphics in Vikings of Midgard are free to use. You can open that up in custom to get a glimpse of how that game is 'pixeled', and it's considered one of the best for the engine graphics-wise.
I am Srime
Slime Knight
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 PostSun Apr 17, 2011 3:58 pm
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I've already looked at Vikings in the engine. Those are some really intense sprites.
Liquid Metal Slime
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 PostSun Apr 17, 2011 6:32 pm
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A few issues of HamsterSpeak have sprite packs (and I believe some tilesets) that are free to use. I couldn't tell you offhand which ones, but then exploration is part of the fun, isn't it?

Ctrl+J jiggles the current layer. You'll find this feature incredibly useful once you start working with three layers or more.

If you look a few threads down in this forum, you'll find a great tutorial-in-progress by shakeyair about graphic design. He's turning it into a HamsterSpeak feature eventually, but the current discussion is just as awesome. You may want to consult it if you want to save yourself time drawing graphics you're not happy with.

You've probably discovered the old "How To" on the Hamster Republic homepage by now. In my opinion, that's still the best source for deciding on where to go next. I don't think it's been updated in over ten years, so you're not gonna learn much about menus, zones, or slices there; nor will you really get some indicator on when it's a good idea to try them out without getting inundated with new features. For now, I'd suggest following the "How To," maybe practice with the old sample games they refer to (if they're still available), and concentrate on building a single town or dungeon (or town dungeon) until you've mastered or made yourself comfortable with basic design. I'd also suggest you experiment with all the map design features at some point so that you can familiarize yourself with the engine's strengths and limitations.

Note: Last I checked, the "How To" uses some outdated methods like linking doors through a dedicated menu. I would try hitting Enter on things like doors on the map, or music in whatever editing menu you're in, and see what happens. Some things are directly linked to the dedicated menus they hail to. It'll save you time and navigational headaches.

One more point: when you start plotscripting, it may help you to know that scripts can only run one at a time. If you try to launch a new one while another is running, the first script will stop running until the new one is finished. Another OHR user/developer is working on changing the way scripts behave, and when that day comes, you'll have greater flexibility on how they work. But for now, plan your story elements around events that happen one at a time. You'll also find that this only matters in scripts that require a "wait" command. I've been burned by this many times, but have since learned to use timers to get around it. That's probably a bit past your current experience, but you'll get there faster than you realize, so know that now.

Good luck.
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Slime Knight
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 PostSun Apr 17, 2011 7:22 pm
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I did notice that most if not all the How To wiki pages were flagged as being outdated. I've ran through most of them, built a small dungeon with some text boxes and NPCs. I've not done the Door linking yet, though I did read a How-To section on that which refered to a separate menu to use for linking the doors. And I don't have the sample games that the How To references but I just use my own map and duplicate the same events the instructions give.

I've not touched any scripting yet as I am still toying around with the basic engine features.

Thanks for the tips. I'll keep them in mind as I march through this learning stage.

Oh! After the How To guide, where should I turn for guides after that? Or should I just start going through the help files included with the download package?
Metal Slime
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 PostSun Apr 17, 2011 10:21 pm
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The help files included are not much use as a guide, in my opinion. They're more helpful for quick references within custom when you need to know how to accomplish a specific task in a specific editor.

I'm not sure if there are other guides out there, but I felt that the HowTo was enough for starting out. I'd say that the best move at this point is to continue working on your dungeon, and when you have specific questions about things, just ask around here. If you were able to follow the HowTo without the help of the sample games, I'd say you'll be fine setting up the basics of your game (making your own towns, dungeons, NPCs and text). The next step is probably making your own battles, which calls a lot of things into play (attacks, stats like HP and Attack Power, awarding EXP, items and equipment, etc...). I remember when I began, one of the things that helped was realizing that all 'actions' that can occur in battle are called "Attacks", including healing, using an item, casting a spell... well, everything except running away I guess.
I am Srime
Liquid Metal Slime
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 PostSun Apr 17, 2011 10:33 pm
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While you're getting adjusted to the engine, don't worry about plotscripts. They aren't necessary to complete a game, and you can work without them for now. (Though, most people will agree, these scripts are the bread and butter of a nifty, polished OHR game)
Later, you'll probably want to use scripts to make cutscenes, where characters move on their own and talk to each other to move the plot along. (hence the name plotscripts) You might have found this already, but I started with the OHR Wiki's Plotscripting Tutorial to get the hang of the basics. After a long time of getting used to this, I often reference the Plotscripting Dictionary to find specific terms, then ask questions on the forums to figure out how to use them.

Again, don't worry about plotscripts if they're confusing right now. As you get used to the engine, things will make more and more sense. For now, just experiment and let your mind wander in the OHRRPGCE.
Metal Slime
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 PostSun Apr 17, 2011 11:24 pm
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msw188 wrote:
I remember when I began, one of the things that helped was realizing that all 'actions' that can occur in battle are called "Attacks", including healing, using an item, casting a spell... well, everything except running away I guess.


you can make running away an action, just like all the other attacks if you wanted to! "attacks" can be used for an assortment of things. even dialogue mid-battle. get creative with it! it's fun! also, baconlabs is right. like i've mentioned before, FDL started out as a test game. it didn't have a single plotscript at first. but then i opened up the Vikings script files and plotscript dictionary, and started to get the hang of it, little by little. but yes, i also highly recommend NOT plotscripting right away. think of what you have now (town, dungeon, world map possibly) as a skeleton. it helps to have a foundation before you start adding the muscle and skin.
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
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