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Blubber Bloat
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 PostThu Sep 27, 2012 2:39 am
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Ug, a crash obliterated my first game I was making on the OHRRPGCE.
I was borderline gonna give up on that project anywho, though I'm gonna pick it back up sometime.

Safe to say that obliteration of my game made me quit on it.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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Metal King Slime
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 PostThu Sep 27, 2012 10:01 am
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If you email me your corrupted .rpg file I will try to repair it. Corruption as a result of of the computer crashing when you are editing the game is likely to be minor. Actually I'm surprised that corruption can happen at all. What menu/editor were you in when the computer died?
Metal King Slime
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 PostThu Sep 27, 2012 10:41 am
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Thanks! I believe I was editing the tile-maps when it happened, either that, or I was importing complete tilesets. I'm not exactly sure, but it's definitely one of those two.

I've just emailed you the file, thanks again!
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Metal King Slime
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 PostFri Oct 05, 2012 4:16 pm
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In order to force myself to work faster, I declare that I shall have an alpha release (at least the first dungeon and a mostly complete first village) by October 15! By announcing this, it gives me a definite deadline that I have to meet. If I didn't, I'd prolly just keep delaying with more and more refining and tweaking to the point that I'd never get anything done.

Gah! Now I must get back to work!


*insert sound of flogging and scourging here*
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostSun Nov 11, 2012 3:19 am
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Crikey, it's been more than a month since my latest update! But fear not, I have indeed been working on this, so here's a:

General Update

Sprites

All the base sprites for the first area of the first town are finished. I have yet to do their action (picking things up, looking around, other actions) sprites yet, those will follow in another update, though probably after HotOHR.


Maps

The first town is completely mapped, but not yet completely furnished with details. The docks area is the most complete though, and all the doors are properly linked, walls properly placed, and environmental triggers (opening windows, reading books, ambient sounds, etc...) have been placed. Here's a screenie:


Click for a larger version.

Dialogue

All the dialogue for the docks area is complete. I'll release another alpha later today (or perhaps tomorrow) so anyone who wants to can explore the docks area. I still have the merchants' and nobles' areas to write dialogue for though. At this point, I'm considering using placeholder dialogue for non-main-quest-essential NPCs. In my game notes, pretty much all the NPCs have their own little quirks personalities. Not all of them have their own side-quests, but just about all of them are involved in at least one side-quest.


Portraits

I'm still using generated and edited portraits, as my own face-generator isn't yet quite up to par for what I want. I'm still working on it in order to improve the art and the quality, but for now I'm pressed for time with the deadline of HotOHR coming up, so for now I'll continue using the generator used previously.


Features

Windows work now! You can open a window, and it'll change the lighting of the ground underneath. I wasn't able to make it just as pretty as I wanted it previously, but for now it works well enough.


Anywho, that's all from me for now, cheers!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostTue Nov 13, 2012 5:43 pm
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Despite being distracted by my terrain generator, a new version of Legacy is up. It's still an alpha, but most of the first city should be explorable now. Another alpha with more of the city will be up, hopefully, by the end of the week.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostWed Dec 05, 2012 1:12 pm
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Righto, so I have a script that will open and close doors whenever the player walks through a door. The script checks if the player is on a certain set of zones, and based on those zones and the direction of the player, the door will either open or close. The end effect looks like this:



My question however is, how should I go about applying this to wandering NPCs?

Thanks in advance for any help!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal Slime
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 PostWed Dec 05, 2012 10:12 pm
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Quote:
My question however is, how should I go about applying this to wandering NPCs?


I use timers for things like that. If you set a timer for, let's say, (1,0,5,@npc through the door), and then have "plotscript,npc through the door,begin" check whether an npc is standing on that zone, and then set the timer again before ending it, you should have a seamless experience.

If you want to get really fancy, you can use timers to simulate script multitasking with multiple simultaneously random npc movements. I managed to get this to work in Entrepreneur: The Beginning pretty nicely. It gets a little trickier to handle than regular scripted movements, but I can show you how to do it if you're interested.
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Metal King Slime
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 PostThu Dec 06, 2012 9:23 am
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Pepsi Ranger wrote:
Quote:
My question however is, how should I go about applying this to wandering NPCs?


I use timers for things like that. If you set a timer for, let's say, (1,0,5,@npc through the door), and then have "plotscript,npc through the door,begin" check whether an npc is standing on that zone, and then set the timer again before ending it, you should have a seamless experience.

If you want to get really fancy, you can use timers to simulate script multitasking with multiple simultaneously random npc movements. I managed to get this to work in Entrepreneur: The Beginning pretty nicely. It gets a little trickier to handle than regular scripted movements, but I can show you how to do it if you're interested.





Hmm, I'll give that a shot and see how it works, thanks!



And now, what I've been working on for the past few days:



Any comments? Is the new style really an improvement over the old style? Have I messed things up horribly beyond the faintest glimmer of hope of redemption? Thanks in advance for any critique or comments, cheers!
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal King Slime
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 PostThu Dec 06, 2012 3:04 pm
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I like those! Very nice improvement over the older versions.
Blubber Bloat
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 PostThu Dec 06, 2012 3:32 pm
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much improved, the darkened outlines define the features much better.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Metal King Slime
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 PostSat Feb 23, 2013 7:14 am
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So, I've been working on Legacy again, but I seem to have come across a strange error message while compiling a bunch of new scripts.


Code:
writing output file Scripts/main.hs
copying script source code into Scripts/main.hs
ERROR: unable to write a script source lump
[Press Any Key]



It doesn't tell me where there's a problem, so I assume I'm doing something wrong?
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Liquid Metal King Slime
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 PostSat Feb 23, 2013 6:09 pm
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That is strange. Can I see more of the hspeak output,rather than just the few lines at the end?

Are you compiling by importing your .hss directly in custom, or are you using hspeak to compile outside custom, and then importing the .hs?
Metal King Slime
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 PostSat Feb 23, 2013 11:28 pm
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How strange. That error indicates that one of the lump filenames is more than 50 characters long, which means that you are including two script files with the same filename (in different directories) which is at least 49 characters long.
Metal King Slime
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 PostSun Feb 24, 2013 2:19 am
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TMC wrote:
How strange. That error indicates that one of the lump filenames is more than 50 characters long, which means that you are including two script files with the same filename (in different directories) which is at least 49 characters long.


Ah, I think that might be it. I do indeed have script files with the same filenames in different directories. I'll change that and see if it fixes the problem.
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
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