Search found 4098 matches

by TMC
Sun May 28, 2017 3:05 pm
Forum: Q&A Discussion
Topic: using arguments (for custom textboxes) and jibberjabber
Replies: 2
Views: 678

##(I would like it if there were different arguments corresponding to the different sprite types, so they could be called and loaded simply, like "s32=small enemy 32", "h9=hero 9" Oh, also, to specify an arbitrary sprite set, use two argument: the spriteset type and the spritese...
by TMC
Sun May 28, 2017 12:43 pm
Forum: Game Discussion
Topic: My New Project
Replies: 9
Views: 2691

The perspective on that intro scene looks great! One problem. It took be a while to realise, but the center stripe on the road is enormous. BTW, there's a tool to export images of maps: http://rpg.hamsterrepublic.com/ohrrpgce/Ohr-cartographer However someone reported a problem with it and Sephy hasn...
by TMC
Sun May 28, 2017 12:40 pm
Forum: Game Discussion
Topic: NPC pathfinding
Replies: 33
Views: 6748

No one has asked James yet what game he's working on...
by TMC
Sun May 28, 2017 11:18 am
Forum: Q&A Discussion
Topic: using arguments (for custom textboxes) and jibberjabber
Replies: 2
Views: 678

Arguments are special local variables, which get an initial value from the place that the script is called or triggered. You can also make arguments optional by giving them default values, like so: script, buy item, item id, how many = 1, begin ... Warning: default values are ignored when the engine...
by TMC
Sun May 28, 2017 11:08 am
Forum: Q&A Discussion
Topic: restart tile animation by script?
Replies: 6
Views: 1170

Is the washing machine also in the Range of animation pattern 1? If so, maybe you set the wrong animation pattern on the washing machine tile.
by TMC
Sun May 28, 2017 8:22 am
Forum: Q&A Discussion
Topic: restart tile animation by script?
Replies: 6
Views: 1170

You can't use writemapblock to change which tile an animated tile currently appears as, because the tile number of an animated tile (as seen by readmapblock) never changes. Only what that tile ID appears as on the screen changes. So tile ID 160 (the first animated tile) might look like tile 40, then...
by TMC
Sun May 28, 2017 5:16 am
Forum: Q&A Discussion
Topic: restart tile animation by script?
Replies: 6
Views: 1170

I don't really understand the question. But if you want to revert the tiles to their non-animated states, then you need to use writemapblock to write the correct tile values at 10,3 and 10,4. By the way, you can put tag conditions in tile animations. Then you don't need to use a script to toggle a t...
by TMC
Sat May 27, 2017 3:34 pm
Forum: Game Discussion
Topic: Palette talk
Replies: 59
Views: 23736

I expect CHGPAL should still mostly work except it doesn't know about the modern master palette format so can't actually set the new master palette. Portraits and box borders should work, because only the 16-colour palettes, backdrops and tilesets are changed. The engine does still save a copy of th...
by TMC
Sat May 27, 2017 8:42 am
Forum: Game Discussion
Topic: NPC pathfinding
Replies: 33
Views: 6748

Awesome; that looks so natural . One of those features we soon wouldn't want to do without. Aw, man, this is great to see. Now I can comfortably and confidently resume work on this tale of madness: https://www.slimesalad.com/forum/viewtopic.php?t=6070 Hmm, I'd forgotten there was pathfinding involve...
by TMC
Sat May 27, 2017 8:22 am
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 336308

Wow, that whole thing looks incredible; unique. The falling leaves effect is great. Your game reminds me a bit of Bagne's sadly unreleased Saminaster & Sorcery game, though I might be misremembering that he had falling leaves. Maybe Motrya did? You could always throw the script up on the wikil i...
by TMC
Fri May 26, 2017 5:41 pm
Forum: Game Discussion
Topic: Attack Bitsets
Replies: 9
Views: 1819

Thanks, I'm happy seeing a fresh proposal like this. I found it confusing for quite a while, but now I understand it. It's a one-screen summary view of an attack (and top-level menu of the attack editor), potentially with some editing ability, not a one-screen attack editor. A summary view would be ...
by TMC
Fri May 26, 2017 10:58 am
Forum: Q&A Discussion
Topic: Any action RPGs made in OHRRPGCE?
Replies: 8
Views: 1826

As I see it, an RPG is a game that has evolved (directly or indirectly) from D&D rules and maintained some degree of resemblance to the source Hang on, it sounds like you're talking about "Western RPGs". What about Dragon Warrior; was that inspired by DnD? I don't actually know. Seems...
by TMC
Fri May 26, 2017 6:37 am
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103543

Should have complained :P. 160 tiles really isn't much.
by TMC
Thu May 25, 2017 8:28 pm
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103543

Pepsi kept asking me to raise it to 16. I don't know if he ever actually ran out of tileset space (if he did, he should have complained more loudly!) I've been meaning to do so; it's easy.
by TMC
Thu May 25, 2017 3:17 pm
Forum: Game Discussion
Topic: The 2016 In Review Contest [Reviews: 43]
Replies: 70
Views: 18291

I've just realised that there are some tech demos missing from the list of games released in 2016! Which tech demos? Well Giz's of course. I used the gamedump.php page to put together a list of files that were updated in 2016. Here it is . (I should have thought of this earlier!) This was actually c...