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Slime Knight
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ShakeyAir's OHR Journal 
 PostThu Aug 02, 2012 10:45 am
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Getting my survival horror on...



Features: (I'll update this list as I work things out)

Grin Hero Movement
    Grin Pixel walking
    Grin Uneven walls (allows for organically shaped boundaries)

Grin Object Interaction
Grin Creepy Camera System
Smile Textbox Engine:
    Grin Custom font
    Grin Variable-speed text (it 'types in' at a speed which is changeable mid-textbox... think Earthbound)
    Sad Advance text box (only closing textbox works currently)
    Gonk Menus?

Sad Visual Effects:
    Grin Subtle palette 'flickering'
    Sad SH2 fuzzy filter (this may be scrapped due to being a pain in the ass)
    Gonk Lighting (will pray to the Great Devs we get alpha transparency before this game is done!)

Gonk Sound Design (With current OHRRPGCE sound features, this will be a hack job)
    Sad Locational Sound
    Sad Individual Sound Effect Volume

Gonk Cinematics
Gonk BAD GUYS!
Gonk story...

KEY:
Grin = DONE.
Smile = MOSTLY DONE
Sad = NOT DONE, but have a plan of attack
Gonk = what is this I don't even...

I will not say much about the story (and do not have much of it written yet) but it revolves around the main characters estranged family, who he is seeing for the first time in years because his mother is about to die of cancer.

Graphics are filler until i work out a palette, none of the available ones lend themselves to survival horror much. hero sprite probably won't change much besides the palette, though.
Metal King Slime
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 PostThu Aug 02, 2012 1:28 pm
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Sweet! Object interaction and uneven walls? Going to be impressive!

Quote:
Sound Design (With current OHRRPGCE sound features, this will be a hack job)


Don't do this. I'm promising these features for Beelzebufo.
Slime Knight
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 PostThu Aug 02, 2012 1:33 pm
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TMC wrote:
Don't do this. I'm promising these features for Beelzebufo.


1. Thank Slime.
2. Love that name.

EDIT: I am wondering why you are excited about object interaction? It is not much more robust than the OHR's default. Basically, you step in an area (which has a location defined by an NPC though the area can be any size) and an 'X' (usekey) shows above the characters head. If you hit X, a script runs.

Do scripts trigger by timers take precedence over running scripts?
Liquid Metal King Slime
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 PostThu Aug 02, 2012 2:39 pm
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shakeyair wrote:
Do scripts trigger by timers take precedence over running scripts?


Short answer, yes.

I don't remember the details about which takes priority if a timer script triggers at the same time as another script triggers, but for practical purposes you can assume that your timer script will interrupt whatever else is running.

(And I have written plenty of scripts that made that assumption and worked great)
Metal King Slime
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 PostFri Aug 03, 2012 11:24 pm
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Script triggered by timers or anything else do take precedence over running scripts, but the order in which things that get triggered on the same tick is undocumented (I ought to write that own) and a potential cause of problems. It's generally dangerous to have any triggered script contain waits, or worse an infinite loop, because it could block stuff that's triggered at the same time (and of course anything that's running).

I'm looking forward to the whole thing, not objection interaction in particular.
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