Search found 4098 matches

by TMC
Thu Aug 10, 2017 10:19 am
Forum: Game Discussion
Topic: almost stable release: release candidate!
Replies: 35
Views: 6973

-Mouse highlighting: I wish menu items would not be highlighted if I don't have an active mouse cursor on the screen in Custom. Oh, I didn't notice this reply until James mentioned it. Being aware of whether the mouse cursor is over the window or not something that I wanted to implement - doing tha...
by TMC
Wed Aug 09, 2017 2:23 pm
Forum: Q&A Discussion
Topic: Help activating NPCs
Replies: 9
Views: 1810

The cause of your misalignment is whatever you're doing in your hit/hit2 scripts, not the scripts you posted. The scripts you posted look correct... ...except that the line "if (hs == coin, or, hs == heart, or, hs == rock) then ()" is wrong. hs may or may not be the NPC you're colliding wi...
by TMC
Wed Aug 09, 2017 1:39 pm
Forum: Game Discussion
Topic: almost stable release: release candidate!
Replies: 35
Views: 6973

Dang. Did the same problem with looping not happen when using mikmod? I assume this is because SDL_mixer is handling the looping instead of letting modplug do it (if it even has an option for infinite looping). Its looping implementation for each music format each started out really broken and over ...
by TMC
Tue Aug 08, 2017 1:26 pm
Forum: General Discussion
Topic: Status notifications
Replies: 8
Views: 1840

Right, displaying a slice has no sideeffects, unlike textboxes (pausing the player)
by TMC
Tue Aug 08, 2017 1:21 pm
Forum: Game Discussion
Topic: almost stable release: release candidate!
Replies: 35
Views: 6973

There are some significant changes in the last week: On Windows, SDL_mixer.dll was updated and switched to use modplug instead of mikmod to play module file formats (.it/.xm/.mod/.s3m). Mikmod had a bunch of bunch of problems playing various files. So some module music will now sound different. See ...
by TMC
Mon Aug 07, 2017 11:15 pm
Forum: Q&A Discussion
Topic: Increasing walkabout number of frames?
Replies: 5
Views: 1355

OK. You should start by trying out some simple scripts (e.g. by following the plotscripting tutorial) to check that you know how to write a script, import it, and attach it to something. I recommend you download the example game and examine it to see how the walkabouts are arranged. However that gam...
by TMC
Mon Aug 07, 2017 10:58 pm
Forum: General Discussion
Topic: Status notifications
Replies: 8
Views: 1840

Pretty easy. You just write a textbox which embeds some global variables by their ID number, like "HP: ${V10}/${V11} MP: ${V12}/${V13}" and then fill in those globals with a script, which you can call from whereever you want, like map autorun: global variable(10, cur hp) gl...
by TMC
Sun Aug 06, 2017 12:42 am
Forum: Game Discussion
Topic: Individual Circle Collab Contest
Replies: 58
Views: 11896

Well I guess Marion is responsible for assigning people to stages, while attempting to ensure that everyone gets a chance to do everything. As she said in the other thread, the intention is that you stick to your own stage, and shouldn't be making changes to other people's work except as needed for ...
by TMC
Sat Aug 05, 2017 8:20 am
Forum: Game Discussion
Topic: Individual Circle Collab Contest
Replies: 58
Views: 11896

I've decided that I'm much too busy for the next two weeks so it will be impossible for me to take part during that time. So instead of writing up a stage list and starting another game, I'd like to instead join two weeks late. It's better to have more participants than games anyway. Maybe Virtuous ...
by TMC
Fri Aug 04, 2017 6:34 am
Forum: Q&A Discussion
Topic: Increasing walkabout number of frames?
Replies: 5
Views: 1355

You will need to slightly edit that script if you don't want every hero and NPC to require two walkabout sets.

I'm hoping this will be a built-in feature in the E??? release. It's long over-due!
by TMC
Fri Aug 04, 2017 6:21 am
Forum: Q&A Discussion
Topic: N00b problems with scripting tutorial
Replies: 13
Views: 2682

Hey, how do you create npcs anyway? Iv'e read the basic tutorial, but the option at the load game/create new game screen doesn't exsist for me though thats where the tutorial is claiming it to be. Which tutorial? Moogle's? The plotscripting tutorial on the wiki ? I don't know what 'option' you're r...
by TMC
Thu Aug 03, 2017 3:49 pm
Forum: Game Discussion
Topic: Axe Cop
Replies: 217
Views: 42317

Right, well, that all looks fantastic! (Although at those prices Shopkeep James might not sell me anything) I like the little cloud-let particle effects as you burst through the clouds!

Oh, it's the Bob clock! I was wondering that green line at the center was.
by TMC
Wed Aug 02, 2017 12:04 pm
Forum: Game Discussion
Topic: Tim-Tim 2 Dev Thread
Replies: 231
Views: 41504

As long as it's not dead (and there are screenshots to prove it), you're ahead of the pack!
I can't remember; did you say that you're going to release it when it's done, no demo?
by TMC
Wed Aug 02, 2017 11:43 am
Forum: Game Discussion
Topic: Bale dev log
Replies: 74
Views: 19103

Ah, neat; plenty of progress! So you finally have enemy encounters finished to your satisfaction? While a spawned enemy is chasing after you, can more enemies be spawned? In other words, if you try to evade it by running through dangerous areas will you only make things worse? Or is the player pause...
by TMC
Wed Aug 02, 2017 11:21 am
Forum: Game Discussion
Topic: 3-D games using the OHRRPGCE engine
Replies: 17
Views: 4531

Heh, maybe that's a bit much. Since James and I are busy trying to finalise the Dwimmercrafty release (in addition to many distractions), those script commands aren't going to be done by then. I'll add them afterwards instead. Since Feenicks released his scripts, I'd love to adapt them to make use o...