Search found 4098 matches
- Sun Nov 27, 2016 11:10 pm
- Forum: Game Discussion
- Topic: Official MEGA-THREAD for "Finish Your Damn Game" Contest
- Replies: 44
- Views: 14795
- Sun Nov 27, 2016 10:53 pm
- Forum: Q&A Discussion
- Topic: 'Piping' values through multiple scripts using arguments
- Replies: 6
- Views: 1509
Heh, I do things like that every hour (because I waste the rest of the hour or longer finding it). Bugs are always easy to make and hard to find. But a good debugger would make it easy to spot such mistakes (imagine the parts of the code that actually ran were highlighted, and you could mouse-over t...
- Sun Nov 27, 2016 11:06 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64364
But you managed to get the form/pose of the character across quite well. With just one problem: in the left frame the arm is nearly indistinguishable from the blade; it looks like the sword is much longer in that frame. Also, is the right frame is mid-step, it looks like one foot is being lifted/put...
- Sun Nov 27, 2016 6:06 am
- Forum: Game Discussion
- Topic: Red & Blue
- Replies: 11
- Views: 3110
- Sun Nov 27, 2016 5:57 am
- Forum: Q&A Discussion
- Topic: 'Piping' values through multiple scripts using arguments
- Replies: 6
- Views: 1509
I looked carefully at it and it looks correct to me. However, it doesn't exactly do what you described. When you damage an NPC and it still has at least -2 HP (extra 0), the NPC get pushed away from the player by 20 pixels. If it has -3 or less HP, it is destroyed on a hit. While being pushed back, ...
- Fri Nov 25, 2016 10:24 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64364
An NPC reference is a handle/ID number that refers to an NPC instance on the map, as opposed to an NPC definition. It's a handle just like a slice handle, menu handle, or menu item handle. NPC ID numbers currently go up to 499, not 99. NPC references currently have values in the range -1 to -300. In...
- Fri Nov 25, 2016 10:13 am
- Forum: Q&A Discussion
- Topic: Script for printing text one letter at a time?
- Replies: 5
- Views: 1739
- Fri Nov 25, 2016 9:43 am
- Forum: Q&A Discussion
- Topic: How to make a sound effect play over itself
- Replies: 3
- Views: 1258
- Thu Nov 24, 2016 11:52 am
- Forum: Q&A Discussion
- Topic: Script for printing text one letter at a time?
- Replies: 5
- Views: 1739
- Thu Nov 24, 2016 11:03 am
- Forum: Q&A Discussion
- Topic: Exporting a whole map as bmp?
- Replies: 7
- Views: 1939
- Thu Nov 24, 2016 10:34 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64364
Wow! I never knew that the first demo of Spellshard was released in 2002! It's no wonder I wasn't aware of such an ancient game released roughly when I got here, but I'm surprised that I missed all references to the game being in development hell for a decade! I like your hybridised graphics. When u...
- Wed Nov 23, 2016 10:42 am
- Forum: General Discussion
- Topic: Glowing review of OHRRPGCE found in Google search results
- Replies: 3
- Views: 1675
- Wed Nov 23, 2016 9:57 am
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64364
- Mon Nov 21, 2016 2:21 pm
- Forum: Q&A Discussion
- Topic: Exporting a whole map as bmp?
- Replies: 7
- Views: 1939
You're both in luck. The program is written in Ruby and OSX and all decent GNU/Linux distros include Ruby by default. (Depending on which OSX, looks like you might not have rubygems, though, I don't know.) I realised that the program requires a copy of the 'unlump' tool, which we don't actually prov...
- Mon Nov 21, 2016 12:09 pm
- Forum: Game Discussion
- Topic: OHR Multicart Compilation
- Replies: 418
- Views: 64364
Holy moly. Yes, THAT is the NES aesthetic at its best. Sacrificing perfectly matched tiles for a more colours, contrast, and detail. Beautiful. Although, with the OHR's 20x20 tiles it looks quite different from 8x8 tiles on the NES (was that all the NES supported? I'm not sure. The fact that the OHR...