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Liquid Metal Slime
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 PostSat Oct 11, 2014 12:28 am
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Bob the Hamster wrote:
Nathan Karr wrote:
I've decided that I would like to be able to edit screens with the in-game editor.


Unfortunately, I can't do this request for the same reason I couldn't do it last time when Meowskivich asked for it. Using the built in editor on a 320x200 sprite will have to wait for a sprite editor re-write, and that is a very big task, too big for a request. Do you have any other requests?


I've long wanted a bit more control over which frames of his sprite a character uses in battle, such as a Dash-In or Teleport using the Cast animation instead of Strike, a Standing Strike to mirror Standing Cast, some attacks triggering a "cast" or "stepping" frame instead of "hurt", things like that.
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Metal King Slime
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 PostSat Oct 11, 2014 10:22 am
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I think that's a good request, and a low amount of work; just have to convert some constants to data. So many games would have benefited from being able to change the victory animation frames.
Liquid Metal King Slime
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 PostSat Oct 11, 2014 8:30 pm
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Yeah, I agree.

I used to get hung up on the idea that changing the frames used for battle animations had to come at the same time as adding more frames, but that was silly, those are two separate tasks.

Good request.
Liquid Metal King Slime
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 PostSat Oct 11, 2014 11:38 pm
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You COULD use a custom frame system to increase the number of battle frames! Just allow developers to call the next line of frames.

You could also allow them to increase the number of frames that animate for any given action. (such as, attacking is currently 2 but if you increased it to three it would end with what is currently the default cast frame.)
Metal King Slime
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 PostSun Oct 12, 2014 6:19 am
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I think increasing the number of frames could be done without having to completely rewrite the sprite editor; rather write just a new spriteset browser, with a shim to the old sprite editor until it's retired. Right before a stable release is a bad time to do that though.
Slime
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 PostSun Oct 19, 2014 7:19 am
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I haven't been part of the OHR community for about...ten years or so now, but I still make games and want to add mine to the HotHR!

My old username was inactive on Castle Paradox for some reason, so my new one's Buni M on there.

I'm entering my complete re-imagining of a game I started back in 2001, Zero. This new game, Zero: Secret Pasts Collide, has been a work in progress for about a year and a half now. It's got some of the old characters and plotline from the original as well as a few other characters from other games I've made, but that's about it.

Secret Pasts Collide has an inventive AP system that allows the characters to learn new spells and skills based on what they have equipped, in a Final Fantasy VI kind of way. I hadn't originally planned to release this game at all until it was finished, but I'd love to be part of a contest again.

I'm requesting the ability to trigger a script when using a spell outside of battle. Basically, I'd like to be able to use a warp spell to teleport everyone out of a dungeon.

Here's the very first preview of Secret Pasts Collide:

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Metal King Slime
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 PostSun Oct 19, 2014 9:44 am
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Welcome back. That skill learning system looks very nice!

Buni wrote:
I'm requesting the ability to trigger a script when uskill learning system loks very sing a spell outside of battle. Basically, I'd like to be able to use a warp spell to teleport everyone out of a dungeon.


That's a great request and long overdue. (Along with its sibling feature: triggering a script from an item directly without a textbox)
Slime
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 PostSun Oct 19, 2014 3:38 pm
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There's a workaround for the item one, I think...calling a script instead of the textbox all the time should do the exact same thing.
Liquid Metal Slime
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 PostSun Oct 19, 2014 8:08 pm
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Are you sure there's no way to trigger any script using the spell menu? I'm trying to make a battle system for my game and I want to have spells available, but I can't use the battle menu, so I'm trying to use the special spell menu available in the main menu. The problem is I don't know how to make the spells actually do anything in battle. I suppose I could just create my own menu and have it trigger scripts, but that'll take some serious work.
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Metal King Slime
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 PostMon Oct 20, 2014 1:48 am
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I'm pretty sure that's what you'll have to do, sadly. It will indeed be a lot of work, but you can reduce the amount you'll have to do with some clever scripting. Each spell won't need a unique script, just the same one (or same few) with different arguments.
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Metal King Slime
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 PostMon Oct 20, 2014 10:13 am
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Yes, that workaround for items exists, but it's awkward.

Don't go implementing a custom spell menu just yet; this is a very doable request.
Metal King Slime
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 PostTue Nov 11, 2014 7:43 am
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Sadly, and most unfortunately, it looks like I'm dropping out of the HotOHR. Too much real-world work piling up that needs to be accomplished, and I have to devote most of my time to that. Sadness. Ah well, such is life.
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Metal Slime
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 PostTue Nov 11, 2014 3:55 pm
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Same here. With holidays and then a week long vacation coming up soon, there's no way that doing crunch time and turning out a playable game in less than 3 weeks is going to happen. I felt crappy about it for some time, but I'm pretty resigned to it now, I just need to accept that the game I ended up deciding to make mid-development isn't a game that can be done in 5 months while working multiple jobs.

Did I overscope, hell yes I overscoped! But hopefully it'll pay off sometime next year, which is when I'll have one less job to worry about and can focus on getting more work done. I feel that I've gotten over some major hurdles, perhaps one of the biggest ones so far over the past week (writing! UGH WRITING Y U SO HARD) so I've at least done some hardcore skill development during the contest period.

Anyways, best of luck to the other entrants.
Liquid Metal Slime
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 PostTue Nov 11, 2014 5:12 pm
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Foxley wrote:
Anyways, best of luck to the other entrants.


Who else is still in this?

Well, for those who drop out, I hope you'll find some time to work on your games eventually. Maybe you'll have something for the 2016 contest.

I should remind you guys that November 30 is the release deadline to be eligible for your HeartBug bounty (and whatever other entry prizes might be on the list--I'd have to check), but December 14 is the release deadline to be eligible for placing in the contest. So, you actually have closer to five weeks to finish.

EDIT: FnrrfYgmSchnish made and released the entire first two chapters of Okedoke: La Laleyenda Mexicana in less time than this, if considering that gives you a little fire under your butt.

I hope you guys change your minds and find a little extra time to put something on the table. The turnout so far is already uncomfortably low--we've had I think maybe three games so far (all from Spoonweaver...j/k but not really)--so, anything is better than nothing at this point.

But if you're looking for an epic first impression, then I completely understand the need to drop out for now. I was considering giving my own game a Heart of the OHR release this year, but changed my mind when I realized how much I'd still have to do to make it worth the impression I want for it.

For those who are dropping out due to lack of time--don't forget that the contest starts years before the contest window, not five months before the deadline. If you want to release a game for Heart of the OHR 2016, I'd suggest you begin working on it now. Anyone who says two years isn't enough time probably isn't making a Heart of the OHR game anyway.

For those who are still planning to release something before the deadline(s), good luck, and I hope to see your games soon.
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Liquid Metal Slime
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 PostTue Nov 11, 2014 8:43 pm
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Could you please edit your first post of this threat to say what games actually are entered and links to them please? I know I entered Batman & Robin, with the update from August 31st.

I will also be entering Mr. Triangle's Adventure as a 90% completed demo. I plan to release on or before 11/30.
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