Search found 4248 matches
- Thu Jul 28, 2022 3:47 am
- Forum: Q&A Discussion
- Topic: Is there a Discord server?
- Replies: 7
- Views: 1339
Re: Is there a Discord server?
The old link seems to work for me. How about this newly generated one? https://discord.gg/mH7G2xvPRy
- Sat Jul 23, 2022 3:37 pm
- Forum: Game Discussion
- Topic: Heart Slam: Summer of the OHR Game Making Competition
- Replies: 26
- Views: 982
Re: Heart Slam: Summer of the OHR Game Making Competition
Wow.
Strangely it never occurred to me until seeing it that a lot of creativity was needed for someone to sew together a Bob plushie.
Strangely it never occurred to me until seeing it that a lot of creativity was needed for someone to sew together a Bob plushie.
- Sat Jul 23, 2022 2:23 pm
- Forum: Game Discussion
- Topic: OHRRPGCE feature requests/suggestions
- Replies: 772
- Views: 137175
Re: OHRRPGCE feature requests/suggestions
We already show all places that tags are autoset, but showing all places a tag is used is far more work because they're used everywhere, so seems like low benefit for the effort. Also it would be trivial to pass the formation as the 2nd arg to the afterbattle script so we should do that regardless, ...
- Wed Jul 20, 2022 1:48 pm
- Forum: General Discussion
- Topic: Hamster People Movie Place
- Replies: 10
- Views: 285
Re: Hamster People Movie Place
Anyway I do watch a lot of movies It's true. I hadn't heard of Tubi. Very convenient, although their catalog, although plenty big, seems very much to be B-movies, even the classics. Unlike actual broadcast TV movies. ...oops, I clicked on a documentary and got distracted watching it. Curses. Surpri...
- Wed Jul 20, 2022 3:31 am
- Forum: Game Discussion
- Topic: OHRRPGCE feature requests/suggestions
- Replies: 772
- Views: 137175
- Thu Jun 09, 2022 2:37 pm
- Forum: Game Discussion
- Topic: Line spacing for menus
- Replies: 3
- Views: 193
Re: Line spacing for menus
Haha! I was actually meaning to make that change before the next release! Or maybe even 10 pixels. That appears to be a megamanspritegame screenshot. That game has a font with characters 8 pixels high (which I didn't know), whereas almost every other OHR game use a 7-pixel high font with 1 pixel for...
- Wed Jun 08, 2022 3:10 pm
- Forum: Game Discussion
- Topic: Scale2x algorithm for smoothing
- Replies: 9
- Views: 440
Re: Scale2x algorithm for smoothing
Yes, there is a possibility of exhausting L1 cache. (I calculate the worst case, 32-bit 3x scaling has at most a risk of 0.75 cache misses per pixel: Three 64-byte cache lines are read per 64/4 = 16 input pixels, and three cache lines written per 64/4/3 = 5.333 input pixels. In other words, 48 bytes...
- Tue Jun 07, 2022 4:47 pm
- Forum: Game Discussion
- Topic: Scale2x algorithm for smoothing
- Replies: 9
- Views: 440
Re: Scale2x algorithm for smoothing
Thanks, most excellent! The deduplication with macros is also very welcome. For years I've been wanting to add a settings menu where you can toggle smoothing on/off (etc) rather than just an obscure commandline flag. Now I have a lot more reason to. People have also asked for a setting to make their...
- Tue Jun 07, 2022 5:06 am
- Forum: Game Discussion
- Topic: Scale2x algorithm for smoothing
- Replies: 9
- Views: 440
Re: Scale2x algorithm for smoothing
OK, this is now a devlog entry... Wow, umm, never mind about those timings I gave earlier. Because we're going to have to switch to separate builds for Win 2000 and earlier anyway it's time to start requiring CPUs with SSE2 in normal gfx_sdl2 builds. Well with SSE2 enabled, using GCC 10.3, with Scal...
- Sun Jun 05, 2022 10:41 am
- Forum: Game Discussion
- Topic: Scale2x algorithm for smoothing
- Replies: 9
- Views: 440
Re: Scale2x algorithm for smoothing
Thanks! The existing smoothing algorithm was by Reaxor Jones (so let's call it Reax2x/Reax3x), and I have no idea where he got it or whether it was original. It's got a lot of flaws and I've been wanting to replace it for a long time. Flipping back and forth between Reax2x and Scale2x, the new is so...
- Sat Jun 04, 2022 6:06 am
- Forum: Game Discussion
- Topic: Default arrow keys behavior
- Replies: 7
- Views: 315
Re: Default arrow keys behavior
It's definitely better builtin rather than as a script. It's done, there's a backcompat bit that's turned on only as required. I've got to admit though, even at just a few lines of code it was overkill and I should probably be working on higher priorities.
- Fri Jun 03, 2022 1:55 am
- Forum: Game Discussion
- Topic: Default arrow keys behavior
- Replies: 7
- Views: 315
Re: Default arrow keys behavior
Actually that's way simpler than the hack I was giving some consideration which was to patch out those scripts! Searching for a script by name is easy enough that I think I'll do that, because in future we may want to do more of that. And I'll just fix and change the name of the offending script on ...
- Fri Jun 03, 2022 12:31 am
- Forum: General Discussion
- Topic: Community Support, outside the community! // itch.io+ thread
- Replies: 49
- Views: 9999
Re: Community Support, outside the community! // itch.io+ thread
Yes. I don't think the notability bar for posting something needs to be significant. I was thinking of doing something quite similar myself but this is better. Oh I misread the dates on the bot's posts. I see it is actually still posting and that the links in the posts work, just not the previews. W...
- Thu Jun 02, 2022 4:35 pm
- Forum: Game Discussion
- Topic: OHRRPGCE feature requests/suggestions
- Replies: 772
- Views: 137175
Re: OHRRPGCE feature requests/suggestions
Yes, I've been meaning to add that. It's actually pretty easy.
- Thu Jun 02, 2022 4:29 pm
- Forum: Game Discussion
- Topic: Default arrow keys behavior
- Replies: 7
- Views: 315
Re: Default arrow keys behavior
Thanks. Actually just a few days ago I suggested adding a "keypress time" script command to return how long a key has been down, since the engine does track that internally. So I just added that (unsurprisingly it turned out vastly more work than I expected, which was a trivial amount) and...