Search found 4098 matches

by TMC
Sun Mar 26, 2017 11:05 am
Forum: Q&A Discussion
Topic: Persistent Music Through Loaded Games
Replies: 4
Views: 893

Requires a (simple) change to the engine. I guess it might make more sense to add a general preference bitset, rather than just change the behaviour of the engine.
by TMC
Sun Mar 26, 2017 1:14 am
Forum: Game Discussion
Topic: Community project Tileset (c.c.T.c.c) - volume 1
Replies: 12
Views: 3799

I'm adding a few tiles. Still wide open for someone to define the specific style of the tileset, and I'm not really going to do that, but I do get to steer the setting a bit... EDIT: Done. Sorry for taking so long, I really procrastinated. And sorry for veering a bit away from plain untextured graph...
by TMC
Sun Mar 26, 2017 12:10 am
Forum: Q&A Discussion
Topic: More help plz
Replies: 8
Views: 1291

So do you have two existing scripts that you want to run at once? There's only a problem if both of them contain 'wait' commands. We need more information.
by TMC
Sat Mar 25, 2017 6:59 am
Forum: Game Discussion
Topic: Quest help and help with NewGame+ option?
Replies: 11
Views: 3150

Ah, in that case if you were using a "while(true) do (...)" loop, maybe you needed to change it to "while(current map == 0) do (...)" Setting an NPC to "Right Turns" or "Left Turns" and then putting it in a box so it can't move anywhere is a common way to crea...
by TMC
Sat Mar 25, 2017 2:34 am
Forum: Game Discussion
Topic: Quest help and help with NewGame+ option?
Replies: 11
Views: 3150

That shows that the rorrimmove1 script is running and has suspended the newgame script. Only one script can run at once. I'm guessing that it's the map autorun script for map 0, and unfortunately whichever script was triggered last (eg the autorun script when you enter a map) has priority. So you pr...
by TMC
Fri Mar 24, 2017 6:23 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64363

I'm still sitting on unfinished work on the 'run game' command. Whenever I get around to it, I'll also try to make it smoother, seeing it I can cut down on the loading interruption when switching games. Reused script names shouldn't be much of a problem, but importing all the resouces into one game ...
by TMC
Fri Mar 24, 2017 3:55 am
Forum: Game Discussion
Topic: Community project cooperative tileset - discussion
Replies: 27
Views: 6038

Oh. I guess Callipygous+1 would be easiest to coordinate.

It's also possible to export a tilemap, not that I'm recommending it.
by TMC
Fri Mar 24, 2017 1:34 am
Forum: Q&A Discussion
Topic: How is Built-in Chase Scripted?
Replies: 20
Views: 3906

I was thinking about wall/zone following for movement patterns, and I should probably add an additional movement pattern variant of it that just stops and holds still when it collides with a hero or another NPC, rather than trying to skirt around them. I was thinking exactly the same thing. Of cour...
by TMC
Fri Mar 24, 2017 1:29 am
Forum: Game Discussion
Topic: Quest help and help with NewGame+ option?
Replies: 11
Views: 3150

Note that once the newgame+ is unlocked, all new games will call the newgameplus script, because the exported variable is permanent. If you want to unset it again, you can either call "delete save(32)" or newgameplus unlocked := false export globals(32,@newgameplusunlocked,...
by TMC
Wed Mar 22, 2017 11:50 pm
Forum: Game Discussion
Topic: Community project cooperative tileset - discussion
Replies: 27
Views: 6038

"spriting in walkabout"? If the tileset fills up, which is quickly will if this is popular, spread it over multiple tilesets (someone can split it into foreground and background tiles to behind with). I would definitely encourage people to draw large multitile objects if they want to. Oh, ...
by TMC
Wed Mar 22, 2017 2:17 pm
Forum: Game Discussion
Topic: Community project cooperative tileset - discussion
Replies: 27
Views: 6038

Yes, don't create lots of rules, just somehow someone should decide on a style, and say that new tiles should match previous ones, and that should be enough. I would say yes to making unextensive edits as necessary. For example you might want to add some missing shadows for consistency, or split up ...
by TMC
Wed Mar 22, 2017 2:13 pm
Forum: Q&A Discussion
Topic: Pokemon trainer-styled monster encounter menus
Replies: 3
Views: 983

OK, what's confusing is that this is the Q & A forum! There's a thread for feature requests, though you're quite welcome to create new threads too... I don't see everything you described ever being possible without scripting, but with builtin 'on-sight' npc activation, it could be possible with ...
by TMC
Wed Mar 22, 2017 12:43 pm
Forum: Game Discussion
Topic: Quest help and help with NewGame+ option?
Replies: 11
Views: 3150

I guess it's one of those tricks that's hard to find in the plotscripting dictionary; maybe an FAQ on the wiki would be a good way to point it out. Especially since people also ask about how to implement a high score list and that sort of thing quite a lot (eg Willy just a few days ago), which has t...
by TMC
Wed Mar 22, 2017 12:35 pm
Forum: Q&A Discussion
Topic: Pokemon trainer-styled monster encounter menus
Replies: 3
Views: 983

So, is this just a feature request? Not asking for help on how to do this now?

I do actually want to see new NPC activation types including "activate within radius" and "activate on sight". You would be able to use those to script this more easily.
by TMC
Wed Mar 22, 2017 5:44 am
Forum: Game Discussion
Topic: Community project cooperative tileset - discussion
Replies: 27
Views: 6038

I suggest not having too many different tilesets getting passed around at once. For example, could initially restrict each person taking part to starting one tileset, if they want. Add more tilesets as others are "finished" or contributions on them die off. The initial tileset ought to act...