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Slime Knight
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 PostTue Apr 19, 2011 1:42 am
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@TMC

Wow! Don't know how I missed your post earlier today but was indeed informative. And I did quickly notice that most--if not everyone--around here seems to be OHRRRPGCE-ers which is fine. I was just looking for a new game engine to tinker around on and maybe spit out a game or two in the future.

I was asking questions while reading the HOW TO and realized some of the questions I was asking were already answered in HOW TOs I hadn't gotten to yet. Sorry about that.

I'm hoping to get a hang of the scripting so I can make some interesting games. I really do love the feel and look of old RPGs so I think OHR would suit me just fine.


As for the Layer crash. I think I discovered the issue. I was hitting CTR+L to bring up the Layer screen then hit SHIFT+Down to swap to the next Layer but absent-mindedly had forgotten to add a new Layer! Apparently, at least with me, if you try to switch to the next Layer when you have created one it can make the engine go poof! So I don't know if that would be a bug or just a product of my own forgetfulness.
Metal King Slime
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 PostTue Apr 19, 2011 12:58 pm
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Thanks! Fixed. I'm a little surprised that that went unnoticed for so long. If the engine ever crashes for you, for whatever reason, it's a bug. Even when the cause is a corrupt game, we're still happy to add extra error checking to prevent the crash (admittedly, we're pretty lazy with error checking).

msw188 wrote:
So something like music that gets louder as the player gets closer to the end of the hallway, say, would be pretty much impossible.

You're referring to bug 843, which I coincidentally noticed yesterday. Since the bug, if it is real, at worst only affects some people, changing music volume as you walk down a corridor would in fact be easy. (However, music_native/native2 only support changing MIDI volume! Argh!) Adding lots of volume options for sound effects and music is something I've been meaning to get around to soon, for years. Also, note that if you use MIDIs you unfortunately have no control over the actual volume of MIDI relative to anything else, and this is not the engine's fault.
Slime Knight
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 PostTue Apr 19, 2011 1:51 pm
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I got into scripting last night and am proud to say I got the character to walk down the corridor and camera to pan! Yippi! The scripting tutorial was actually a lot easier to understand than some of the HOW TO guides.

But I'm not quite sure what "Slicing" does and how it relates to showing pictures and making explosions/fire ect.

Also, is there a script or any other way to simulate the screen shaking? For example, say there's an explosion and you want a sound effect to play "BOOm!" and at the same time have the entire screen shake.
Metal Slime
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 PostTue Apr 19, 2011 2:09 pm
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Don't go trying to give me the benefit of the doubt, TMC! I literally had no idea that "set music volume" and "get music volume" now existed! I really cannot believe that I either missed this, or totally forgot about it!

So, um, tempo is still unalterable, I think...? This is making me realize that I haven't actually opened a script file since the Heart of the OHR contest, and that was only a short burst. I haven't done dedicated work on the OHR in quite some time. One of these months when my HotOHR review game isn't too long, maybe I'll finally get back to work on Tales 2.

Oh, "slicing" isn't really a verb per se. A "slice" is a generic name for a graphic on the screen that has the ability to move around independantly of other graphics. You can then attach various slices to each other (or to the map) to remove some of this independance if desired. At least, that is how I understand them. I haven't used them yet myself.

The reason they were recommended is that they are the only method for making graphics appear on screen that wouldn't normally be there (graphics that aren't maptiles, or NPC walkabouts).
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Super Slime
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 PostTue Apr 19, 2011 3:59 pm
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NinjaOverdrive wrote:
Also, is there a script or any other way to simulate the screen shaking? For example, say there's an explosion and you want a sound effect to play "BOOm!" and at the same time have the entire screen shake.

Yeah. You want to move the camera around erratically. Check out the camera commands.

As for slices, think of them as display elements (usually sprites) that exist independent of the game's normal processing. Here's an article that might help:

http://superwalrusland.com/ohr/issue24/ss101/ss101.html
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Slime Knight
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 PostTue Apr 19, 2011 3:59 pm
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I feel a bit dumb for asking this question but I can't figure it out and couldn't find any documentation about it, though, I realize it's probably an obvious solution.

I created an Attack for Escape but I don't know how to make it appear in the menu during a battle. So, how do you add new items to the combat menu?
Super Slime
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 PostTue Apr 19, 2011 4:00 pm
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NinjaOverdrive wrote:
I feel a bit dumb for asking this question but I can't figure it out and couldn't find any documentation about it, though, I realize it's probably an obvious solution.

I created an Attack for Escape but I don't know how to make it appear in the menu during a battle. So, how do you add new items to the combat menu?

Go to the hero in question and edit his/her spell lists. Make the spell "Learned at level 0" unless you want something different.
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Slime Knight
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 PostTue Apr 19, 2011 4:46 pm
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Quote:
Go to the hero in question and edit his/her spell lists. Make the spell "Learned at level 0" unless you want something different.


Ah. Simple enough.

But how come after I use it three times it becomes unavailable in the following combats? I have it set to not cost any MP.
Super Slime
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 PostTue Apr 19, 2011 5:41 pm
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Now that's an interesting question. Can you go into the attack and verify that all of the costs are set to 0?
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Slime Knight
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 PostTue Apr 19, 2011 5:50 pm
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Yeah, just tripled checked. Everything under Cost is set to 0 and None. But after using Escape three times it becomes grayed out. It even says in-game that it cost 0 MP.
Super Slime
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 PostTue Apr 19, 2011 6:53 pm
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And that fourth battle isn't inescapable, right?
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Slime Knight
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 PostTue Apr 19, 2011 7:23 pm
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No. It's with the same enemy. It becomes inactive after the third escape. I'll just keep toying around with the features and hope something straightens it out although I can't even think of where to begin.
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 PostTue Apr 19, 2011 7:43 pm
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NinjaOverdrive wrote:
Yeah, just tripled checked. Everything under Cost is set to 0 and None. But after using Escape three times it becomes grayed out. It even says in-game that it cost 0 MP.


On the "Edit spell lists" menu, where it shows the four spell lists, on the right in parenthesis is the spell list type. Your list is probably set to (FF1 Style) change it to (MP Based) instead.

When a spell list is set to FF1 Style, the first three spells require LMP1 the next three spells require LMP2, and so-on, up to LMP8 for the last three spells. If I recall correctly, a level 0 hero starts out with 3 points of LMP1, which would explain why you could only use that attack 3 times.

I know FF1 style magic is weird and awkward. :P
Slime Knight
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 PostTue Apr 19, 2011 9:21 pm
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That worked. I had no idea what the difference between FF1 and MP-based were but I guess I (sorta) know now.
Metal Slime
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 PostTue Apr 19, 2011 9:50 pm
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NinjaOverdrive wrote:
That worked. I had no idea what the difference between FF1 and MP-based were but I guess I (sorta) know now.


MP based is what you can imagine most RPG's use nowadays. FF1 style is pretty much based off of Dungeons and Dragons, i believe.

you could also put your "Escape" into it's own spell menu and set it to "Random Effects". that's how i usually have it set up anyway, but i only have one type of "Escape", so i guess it depends.
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