Search found 4098 matches

by TMC
Fri Jan 27, 2017 12:00 pm
Forum: Q&A Discussion
Topic: delete saved game?
Replies: 12
Views: 2685

Add "wait for textbox" after the "show textbox" command. Otherwise the script will continue and check the tag before the player makes their decision The menu remaining active when a textbox choicebox is shown is an engine bug. You can work around it by temporarily disabling contr...
by TMC
Fri Jan 27, 2017 11:33 am
Forum: Game Discussion
Topic: old ohrrpgce game search: penumbra?
Replies: 5
Views: 1795

Oh, hi. I am working on a website archiving OHR games. That game is so obscure that the only place it is mentioned is Charbile's "biglist" of all OHR games (on Moogle1's first OHR site, whch has gone down). Not even Pepsi has a copy. It's never been mentioned on CP or SS aside from when MS...
by TMC
Wed Jan 25, 2017 6:07 pm
Forum: Game Discussion
Topic: Official MICRO-blog THREAD for "Finish Your Damn Game Engine"
Replies: 59
Views: 12938

OK, I give myself 0 out of 10 for staying focused. I've been doing a lot of work on the engine, but nothing on my supposed top priority, animations, in weeks! Well, I did do one thing on animations: a function to export an animation as a .gif , either transparent or opaque: http://tmc.castleparadox....
by TMC
Wed Jan 25, 2017 2:09 pm
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5542

OK, I implemented it and it seems to work! I finally finished the implementation of the script command, check wall collision x/y that I mentioned, and used that. (Note: there was a bug in the command, so wait for the next nightly build, revision 8352+ in svninfo.txt) Here are the knockback scripts: ...
by TMC
Wed Jan 25, 2017 11:34 am
Forum: Q&A Discussion
Topic: Long one (enemy spawning on map)
Replies: 21
Views: 3701

What a coincidence, I just added a new script command (available in nightlies) that makes the wall checking you asked for trivial; check wall collision x/y . For example, to pick a random direction and check that there are no walls between here and the screen edge... variable(xgo, ygo, attem...
by TMC
Wed Jan 25, 2017 7:18 am
Forum: Game Discussion
Topic: Enemy movement in Rougelikes?
Replies: 3
Views: 1140

Don't use an each-step script, that triggers at the end of a movement. Instead use an on-keypress script. You could suspend all npcs, and then resume them for just one tick whenever the player takes a step. If you use "hero is moving" then there'll be a one tick delay between when the hero...
by TMC
Wed Jan 25, 2017 5:09 am
Forum: Q&A Discussion
Topic: Quests
Replies: 8
Views: 1831

If you do use NPCs, notice that there's an option in the map settings to make NPCs appear above heroes. The tricky part is working out which npcs need the icons above them. If the icons are NPCs then you can set a tag condition on the NPC appearing, in the NPC editor. Bu if you use slices, then you'...
by TMC
Wed Jan 25, 2017 4:22 am
Forum: Game Discussion
Topic: Official MICRO-blog THREAD for "Finish Your Damn Game Engine"
Replies: 59
Views: 12938

Yes, I have a bad habit to not want to release stuff until it's completely done, so things have been piling up; I should aim for short progress updates instead. It would be great to have more help! I can't blame Mike, Simon, Jay and Yuriy for not sticking around for a decade, but progress has been m...
by TMC
Mon Jan 23, 2017 3:39 pm
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5542

Ah, cool, I hadn't tried out your demo before. Nice, this definitely the best recreation of the Zelda mechanics on the OHR that I've seen. Looks like you definitely have a lot of other things to be working on aside from knockback! I thought some more and realised that knock parallel to the direction...
by TMC
Mon Jan 23, 2017 3:34 pm
Forum: Q&A Discussion
Topic: Some questions
Replies: 9
Views: 2307

OK, I've added an option to disable a battle menu item based on tags, and some other useful options too. You will be able to download a nightly build soon (within 12 hours I think) if you want to try it out. Do read the warning though. Or play it safe and just wait for the next release.
by TMC
Mon Jan 23, 2017 5:59 am
Forum: Game Discussion
Topic: Tim-Tim 2 Dev Thread
Replies: 231
Views: 41506

A custom save menu, custom font, custom cursor; neat!

But why is a brick wall floating in the sky?
by TMC
Sun Jan 22, 2017 3:18 pm
Forum: Q&A Discussion
Topic: Damage knockback woes, losing tile alignment
Replies: 26
Views: 5542

Actually, looking more into it (but not doing any experiments), I think that the NPC shouldn't end up misaligned as long as you allow its original movement (stepping between two tiles) to continue without trying to realign it, and you use "set NPC moves(npc, false)" to make sure it doesn't...
by TMC
Sun Jan 22, 2017 3:00 pm
Forum: Q&A Discussion
Topic: Some questions
Replies: 9
Views: 2307

Make it update continuously? What do you mean? I'm guessing that the answer to your question is a 'while' loop. For example, this script constantly displays the player position at the bottom of the screen: plotscript, show position, begin while (true) do ( string sprintf &...
by TMC
Sun Jan 22, 2017 1:44 pm
Forum: Q&A Discussion
Topic: Some questions
Replies: 9
Views: 2307

Hello! 2. There are a lot of possible ways to display a number on-screen. If you want to display something involving multiple slices (e.g. a box and a text slice), you might find it easier to create the slices beforehand with the slice editor rather than entirely by script, as kylekrack mentioned, s...
by TMC
Sat Jan 21, 2017 7:17 am
Forum: Q&A Discussion
Topic: Battle Frequency Counter
Replies: 2
Views: 954

Oops, I missed this post earlier.

No, there was no command for that.
I've just added one: "get battle countdown", and "set battle countdown" too. (Wait for a nightly build.) I hadn't thought that there might be some interesting uses of those commands, like yours.