Search found 7086 matches

by Bob the Hamster
Fri Jan 12, 2018 3:57 pm
Forum: Q&A Discussion
Topic: Baconthulu: How does the attacking work?
Replies: 3
Views: 842

I should also mention that I have seriously considered changing it to make Bob auto-attack any enemy that is one tile away. I think that would pair nicely with touch-controls, so if I make a future update after the click-to-walk feature for heroes is finished, I might change the way attacking works....
by Bob the Hamster
Fri Jan 12, 2018 3:52 pm
Forum: Q&A Discussion
Topic: Baconthulu: How does the attacking work?
Replies: 3
Views: 842

Hmmm... I'll have to check the script... It is more the latter. I am not using a built in check, but I am also not using a check in a while loop. Instead I use an "on keypress" script. I have an on-keypress script that includes the following: while(true) do( # hack ...
by Bob the Hamster
Thu Jan 11, 2018 6:15 pm
Forum: General Discussion
Topic: CAMPAIGN: Queen Arkwyn's Crown (D&D5e)
Replies: 745
Views: 69008

The other sailors look, but most of them are too busy getting the sails fully ready and starting the ship to tack into the wind. "Damn them," says the one-eyed woman, who is still working on the rigging below Hyne's crowsnest. "The King weren't an Umabarleeist." Another cultist t...
by Bob the Hamster
Thu Jan 11, 2018 5:49 pm
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103411

Re: Idea for new attack type

Maybe an idea for a provoking attack, which could be stored in some kind of register. That will cause stupid enemies to only attack the hero, who has provoked them. A bitset must be set in the enemy data, that they will only attack provoking targets, if there are any. This could be used in battles ...
by Bob the Hamster
Mon Jan 08, 2018 3:52 pm
Forum: Q&A Discussion
Topic: Possible bug report for the engine (get ellipse border col)
Replies: 1
Views: 673

Thanks for reporting that. I'll see if I can improve the error checking on that command

EDIT: yep! The error checking will be fixed in tonight's nightly build
by Bob the Hamster
Mon Jan 08, 2018 12:53 am
Forum: General Discussion
Topic: reviews (not) linked to games
Replies: 18
Views: 4176

If I remember correctly (and I might not), Mogri has to manually confirm each review to connect it to the game. He probably just hasn't had time to do it lately

(I'm a moderator, but I actually have no idea if I can do that or not. I don't know how it works)
by Bob the Hamster
Sun Jan 07, 2018 3:30 pm
Forum: Q&A Discussion
Topic: rotating a grid
Replies: 3
Views: 914

I think you could reasonably rotate the children of a grid by doing a manual sort. You would loop through all the children. For each child, calculate it's 2D index based on its 1D index. Rotate those coordinates, convert back to 1D index and write that new index as the sort key. I haven't tested it,...
by Bob the Hamster
Wed Jan 03, 2018 10:44 pm
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103411

Try these: define constant &#40;1, clockwise&#41; define constant &#40;-1, counterclockwise&#41; script, rotate, dir=0, which way=1, quarters=1, begin dir += quarters * which way while &#40;dir >> 3&#41; do&#40;dir -= 4&#41; while &#40;dir << 0&#41; do&#40...
by Bob the Hamster
Tue Jan 02, 2018 10:36 pm
Forum: General Discussion
Topic: Secret Santa!? [THERE'S NO TIME MAN!]
Replies: 61
Views: 12001

This was a delightful part of my holidays. Looking forward to making it a tradition. :)
by Bob the Hamster
Tue Jan 02, 2018 5:49 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103411

I like leaving Cursor Follows Mouse enabled, but I did also run into the same issue. I would position the cursor over a tile on the map to display the x,y coordinates. Then I would move the mouse over to my script window to type those coordinates in, but the cursor would have moved when I moved the ...
by Bob the Hamster
Sat Dec 30, 2017 1:24 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103411

One nice option might be to make several standard layouts for the item screen, and let the user pick between them, or let them pick "manual" which would just be done with the slice editor using one of the standard layout collections as a starting point
by Bob the Hamster
Fri Dec 29, 2017 4:06 pm
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103411

Ah, I can picture that inventory now. I know what you mean. I can't remember the name of a game that uses that sort of inventory, but I know I have played a few. I remember manually shuffling items around to make them fit better. As for layout slice and thing browser, hopefully it will be possible t...
by Bob the Hamster
Fri Dec 29, 2017 3:39 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103411

Optimal rectangle packing is *cool* but I can't imagine how it is a useful feature for slices. What sort of game would you need this feature for? From what I read, the most common application for 2d rectangle packing is for texture packing and sprite atlas packing for video acceleration-- except, sl...
by Bob the Hamster
Fri Dec 29, 2017 1:08 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103411

Not sure if this has been asked for already, but could we have an option to set the speed of Walk In Place NPCs? Yes, you have, and so have other people. Maybe someone should just add a global setting. (A global setting is not a backcompat problem... however it will hopefully be obsolete within wee...
by Bob the Hamster
Fri Dec 29, 2017 12:57 am
Forum: Game Discussion
Topic: Noticed the Plotscripting Dictionary is missing this...
Replies: 1
Views: 836

Fixed for the nightly wip builds! Thank you for noticing!