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What are the limits? 
 PostFri Aug 01, 2014 11:51 pm
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Like on tile sets, tags, walkabout and hero graphics, text boxes, songs and sound, etc.?
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 PostFri Aug 01, 2014 11:53 pm
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http://rpg.hamsterrepublic.com/ohrrpgce/Limits
 
 PostFri Aug 01, 2014 11:56 pm
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Ok, thanks. By the way, how do I make an item cure 20HP every time? I found the guide to make a healing item, but I think the menu has changed a bit.
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Metal King Slime
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 PostSat Aug 02, 2014 12:12 am
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OK, I've updated that article

http://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_make_a_healing_item%3F
 
 PostSat Aug 02, 2014 12:25 am
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Ok, thanks man. Wow, just read over those limits and I think it's safe to say I'll never reach the end. The only one that worries me a bit is shops, but when I think about it, this is gonna be the type of game where you click everything you see to either hear something funny or find something unusual or useful.

Oh, also, is there a way to put a vehicle into an inventory? I had an idea to make it so that the hero could become an orb of energy and travel faster later in the game. Though I imagine if nothing else a plotscript for on keypress change walkabout graphics and speed could work.
Care to help me out by giving me advice on my game? Get the early demo by clicking here
Demo updated 8/13/2014
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 PostSat Aug 02, 2014 2:30 am
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The limit on the number of shops would be very easy to remove; it's just a matter of someone hitting that limit and asking to have it removed. I think you're more likely to hit the limit on 50 items per shop though.

You would want to script that. You can trigger a script from an item by having the item trigger a textbox, and the textbox run the script with an 'Instead' conditional. What you described would be a short script: use setherospeed and setheropicture.

Relatedly, to run while a key is held, see the 3rd script in this section: http://rpg.hamsterrepublic.com/ohrrpgce/Script_dump#Examples
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 PostSat Aug 02, 2014 3:17 am
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It probably won't happen, but I do worry a little about the textbox limit when I think about how many I already have in Powerstick Man and how much more of the game I have left to make. I've already got over 9200, and I'm nowhere near the end. Sigh. Even though I doubt I'll reach the limit, I do hope it's possible to extend it if that unfortunate day comes that I do.

It's unlikely any one player will ever have to read all of those textboxes, so don't be afraid.
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 PostSat Aug 02, 2014 4:47 am
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I like this orb-vehicle as an item idea... very nifty!
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 PostSat Aug 02, 2014 6:34 am
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Pepsi Ranger wrote:
It probably won't happen, but I do worry a little about the textbox limit when I think about how many I already have in Powerstick Man and how much more of the game I have left to make. I've already got over 9200, and I'm nowhere near the end. Sigh. Even though I doubt I'll reach the limit, I do hope it's possible to extend it if that unfortunate day comes that I do.

It's unlikely any one player will ever have to read all of those textboxes, so don't be afraid.


it might suck, but you're never completely stuck here. you can store all of your lines in a text file and have a textbox that shows a string. load the right line into your string and there you go.

you know, if it ever comes down to it, the workaround is there. but hopefully the limit is increased before this happens.
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 PostSat Aug 02, 2014 7:31 am
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What do you mean, "already got over 9200"? Are you seriously suggesting that Powerstick Man is less than a third complete?

If somehow you manage it, by the time you get there I expect it will be trivial to raise (textbox and item data format replacements).

Back when the 100 map limit was raised (with some trouble) because SoJ hit it I felt like no other game would ever hit it (afterall SoJ only hit it because there were 4 copies of nearly every outdoor map in the game), but I think a few have.
 
 PostSat Aug 02, 2014 10:25 am
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TMC wrote:
The limit on the number of shops would be very easy to remove; it's just a matter of someone hitting that limit and asking to have it removed. I think you're more likely to hit the limit on 50 items per shop though.

You would want to script that. You can trigger a script from an item by having the item trigger a textbox, and the textbox run the script with an 'Instead' conditional. What you described would be a short script: use setherospeed and setheropicture.

Relatedly, to run while a key is held, see the 3rd script in this section: http://rpg.hamsterrepublic.com/ohrrpgce/Script_dump#Examples


Would there be a way to do it from an out of battle spell as opposed to an item? I've used the run key in a game before, but I wanted to bump it up a notch and as the hero gets more powerful from his travels be able to do things that are godlike.

Pepsi Ranger wrote:
It probably won't happen, but I do worry a little about the textbox limit when I think about how many I already have in Powerstick Man and how much more of the game I have left to make. I've already got over 9200, and I'm nowhere near the end. Sigh. Even though I doubt I'll reach the limit, I do hope it's possible to extend it if that unfortunate day comes that I do.

It's unlikely any one player will ever have to read all of those textboxes, so don't be afraid.


Lol, one person wrote all of them. I was actually gonna redownload Powerstick Man recently when I was on the CP game list, but there were a few versions and I wasn't sure which one to get. I think it was pretty short the first time I played it as well, but I don't really recall, that was probably 10 years ago and there's been alcohol since then.

sheamkennedy wrote:
I like this orb-vehicle as an item idea... very nifty!



Thanks dude. It just occurred to me earlier when I thought about how it seems like heroes have to shrink to use a vehicle, lol.

TMC wrote:
What do you mean, "already got over 9200"? Are you seriously suggesting that Powerstick Man is less than a third complete?

If somehow you manage it, by the time you get there I expect it will be trivial to raise (textbox and item data format replacements).

Back when the 100 map limit was raised (with some trouble) because SoJ hit it I felt like no other game would ever hit it (afterall SoJ only hit it because there were 4 copies of nearly every outdoor map in the game), but I think a few have.


So I take it the limits aren't necessarily at the maximum yet and may be raised in the future?
Care to help me out by giving me advice on my game? Get the early demo by clicking here
Demo updated 8/13/2014
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 PostSat Aug 02, 2014 11:36 am
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LogHeckTech wrote:
Would there be a way to do it from an out of battle spell as opposed to an item? I've used the run key in a game before, but I wanted to bump it up a notch and as the hero gets more powerful from his travels be able to do things that are godlike.


Unfortunately it's not possible yet. Not only has it been requested many times, but it would be pretty easy to implement, and a good HotOHR-themed feature...
http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=515

LogHeckTech wrote:
So I take it the limits aren't necessarily at the maximum yet and may be raised in the future?


That's right. The main reasons for the current limits are 1) memory limitations in the old DOS version didn't allow it, 2) the DOS version was 16 bit, which meant values only went up to 32767, 3) most of the file formats stored everything as 16 bit values, 4) arbitrary.
1 and 2 are completely solved, and 3 is solved in a number of cases, most significantly the save game format, which was holding everything up, has been replaced. So now number 4 has become the reason for many things (e.g. the limits on heroes and shops). There are still quite a lot file formats that need to be replaced, which is the reason for most of the 32767 limits as well things like the 8 enemies per formation limit.
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 PostSun Aug 03, 2014 12:08 am
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Mystic wrote:
it might suck, but you're never completely stuck here. you can store all of your lines in a text file and have a textbox that shows a string. load the right line into your string and there you go.


Believe it or not, I have thought of that. But if you knew the inner workings of this game and why so many textboxes are needed, you'll quickly understand how badly that would slow me down and why I hope it never comes to that.

Quote:
What do you mean, "already got over 9200"? Are you seriously suggesting that Powerstick Man is less than a third complete?


Er...yeah....

I'm only halfway finished with the Cannonball Strip. Don't yet know how much work is needed for the Hardcore Countryside. I've got at least seven towns and one city planned for that area. The Cannonball Strip has four towns, two or three villages, and one massive city. I've only got two towns and parts of the massive city in the game currently.

Oh, and there will be areas beyond the island's borders at some point. I think.

The problem with writing dialogue for this game is that some things change depending on actions taken, so any NPC worth more than a blurb is going to have multiple threads possible (initiation dialogue and repeating dialogue at the very least). Some people, as you know, like to talk, and some have multiple threads. I just added close to 300 textboxes in the last couple of weeks for seven Pirate Force lawyers who ask you to answer a question and respond according to your answer (one of five possibilities per lawyer). See, it adds up quickly.

I don't think I'll reach the limit, but I can't promise I won't. If any OHR game does reach 32000, it'll probably be this one. I know it won't be any time soon.

Quote:
If somehow you manage it, by the time you get there I expect it will be trivial to raise (textbox and item data format replacements).

Back when the 100 map limit was raised (with some trouble) because SoJ hit it I felt like no other game would ever hit it (afterall SoJ only hit it because there were 4 copies of nearly every outdoor map in the game), but I think a few have.


Yep, I'm at 122 maps and counting.

LogHeckTech wrote:
Lol, one person wrote all of them. I was actually gonna redownload Powerstick Man recently when I was on the CP game list, but there were a few versions and I wasn't sure which one to get. I think it was pretty short the first time I played it as well, but I don't really recall, that was probably 10 years ago and there's been alcohol since then.


I think the one on CP is for the original only. I know there's an entry for the Extended Edition on there, but no download. I had made that entry back when work on the Extended Edition had just begun and I thought the game would be much smaller and simpler than what it is now. I seriously doubt I'll ever upload the official copy on that site. Not that I think it doesn't deserve it, but I am trying to be moderately careful with how many sites host the IP since I am trying to sell the novelized version of the story (in a series of books), and I know that CP is one of those places where you can never fully take down a file if needed; you can only replace it with a dummy copy, which is stupid, I think. With Slime Salad, I can better control how the game is distributed and make any changes to the game's page if I do sign a contract that limits how I share the story with the public. For now, no one cares about Powerstick Man outside of this community, but one day they might, and I need to be prepared for whatever that might entail.

On Slime Salad, there's a version called "The Legendary Edition." That has the v1.1 version and the canceled V2 version. V1.1 is basically the original game but with a few bugfixes and an item called the bus pass, which allows you to warp from town to town. V2 is a rebuild of the game from the ground up with new graphics and some fancy technical tricks (and ideas for even fancier tricks), but I never did much with that one, and I no longer plan to revisit it. Most of what made V2 cool ended up going into the Extended Edition, which is the official continuation of V1.1.

The Extended Edition has not been released officially, and probably won't be for quite some time. I do, however, release limited demos of it from time to time when I feel like too much time has passed without a public showing. I think I may release one this year before Heart of the OHR ends. In the past, I've released one demo that ended at an early section of the game (a good six hours ahead of the actual end of gameplay), and another that had full access to whatever was current at the time, but had an expiration date that locked save files once a certain date passed. Both versions had limited stints on the game list lasting no more than a month. If I do release a new limited version, it will be similar to what I had done the second time. There is also a playtest version I update frequently that I keep online in an undisclosed location. It isn't public, but it is downloadable anytime. I'm usually generous about giving the URL to anyone who asks for it. The condition for that is that I request feedback if you play it.
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