Search found 4098 matches

by TMC
Fri Jul 08, 2016 7:51 pm
Forum: Q&A Discussion
Topic: Script Problem: Animated Title Screen
Replies: 6
Views: 1744

There is a simpler solution: it's a very little-known feature, but continue and break take an optional argument, which says how many loops up to break out of/to continue. It defaults to 1. So you could write: if (keyispressed(key:enter) || keyispressed(key&...
by TMC
Thu Jul 07, 2016 5:59 am
Forum: Game Discussion
Topic: Heart of the OHR Contest 2016
Replies: 279
Views: 56757

Yes, nice pixelwork! Although I notice that at the top right there's a piece of floor without a wall above it. Is that intentional (is it a doorway?) What looks like a puddle of blood on a wall is also a bit odd. Ah yes, you can get that font here . The "extension" to the deadline sounds l...
by TMC
Thu Jul 07, 2016 5:10 am
Forum: Q&A Discussion
Topic: Jumping (down a ledge)
Replies: 7
Views: 1939

HSpeak does not recognise +2 to mean 2. Instead it interprets "set hero Z (me, +2)" to mean "set hero Z (me+2)" with the unspecified Z argument defaulting to 0. Get rid of the +'s. In future I may make HSpeak stricter about disallowing stray commas in certain contexts. And yes, y...
by TMC
Mon Jul 04, 2016 12:53 pm
Forum: Q&A Discussion
Topic: Potential problems with "while (true) do" scripts?
Replies: 3
Views: 1023

The on-keypress script doesn't receive any arguments . You just use keyispressed or other commands, as normal. If you convert it to an on-keypress script then either you can simplify the script (get rid of 'waited' and the wait(1)) and just allow the script to get double-triggered without limit, in ...
by TMC
Sun Jul 03, 2016 1:06 pm
Forum: Q&A Discussion
Topic: Potential problems with "while (true) do" scripts?
Replies: 3
Views: 1023

If you have two different scripts that want to use a while loop to run every tick, then you have a problem, only one can run. But you can probably combine the two into a single while loop. Alternative to doing that, while loops can often modified to use a timer instead. In the case of the Stairs scr...
by TMC
Sun Jul 03, 2016 11:43 am
Forum: Q&A Discussion
Topic: Getting handle on a slice created in an ended script?
Replies: 16
Views: 3271

Actually, originally there were only 1024 globals. The limit wasn't increased to 4096 until DOS support was dropped: the extra variables would have required an extra [s]3KB[/s](edit: 6KB) of real-mode memory, which was a lot! Later, to increase the limit considerably more we had to replace the save ...
by TMC
Sat Jul 02, 2016 2:19 pm
Forum: Q&A Discussion
Topic: Getting handle on a slice created in an ended script?
Replies: 16
Views: 3271

That's genuinely scary. I'm surprised you aren't worried about running out of globals; there are only 16384!
by TMC
Thu Jun 30, 2016 5:18 pm
Forum: Q&A Discussion
Topic: Clear pass block?
Replies: 7
Views: 1506

The brute-force way to accomplish that is to reload the wallmap with resetmapstate, and then write walls corresponding to the boulder again.
by TMC
Thu Jun 30, 2016 12:33 pm
Forum: Q&A Discussion
Topic: Getting handle on a slice created in an ended script?
Replies: 16
Views: 3271

Nonono, that's a bad idea: what if you parent something else to the map layer in future? What if a future version of the engine does so by itself? Kylekrack meant assign a lookup code to the slice itself, like this: set slice lookup(sl, sli:boulder) ... sl := lookup s...
by TMC
Wed Jun 29, 2016 11:27 am
Forum: Game Discussion
Topic: VOTING THREAD for OHR's Monster Combo Art Contest 2016
Replies: 17
Views: 6094

So, uh, is there any process for getting your hands on a highly desirable exclusive Limited Edition 2016 Monster Combo Art Fridge Magnet if you aren't in the exclusive club of People Who Submitted Monster Combo Art? *Gasp* Were we meant to make requests back in April?
by TMC
Wed Jun 29, 2016 11:21 am
Forum: Q&A Discussion
Topic: Script to have heroes use a ropeway lift
Replies: 19
Views: 3471

That's a pretty complicated cutscene script! The way you parented it to an NPC with a larger Y is a reasonable workaround. Personally I would have gone a different route, parenting the vehicle slice a map layer instead to get easier control over layering. I'll think more about exposing the ability t...
by TMC
Tue Jun 28, 2016 9:26 am
Forum: General Discussion
Topic: The Surlaw Reviews - 7/1/21 - 2021 Mid-Year Update
Replies: 601
Views: 105927

I'm really surprised by that Doom review. I didn't know anything about the game except that you can chainsaw demons in half, which didn't appeal to me. After such a glowing review I would go play the demo, but unfortunately it apparently doesn't run with Wine under Linux because even the demo, even ...
by TMC
Mon Jun 27, 2016 11:58 am
Forum: Q&A Discussion
Topic: Creating large objects effeciently.
Replies: 6
Views: 1726

If the carriages move or animate independently (say, the train turns a corner) then it would be easiest to have each a separate large enemy sprite slice, otherwise I would use a backdrop slice for everything (which also lets you use more than 16 colours, but this looks like a limited palette), with ...
by TMC
Mon Jun 27, 2016 11:42 am
Forum: Q&A Discussion
Topic: Script to have heroes use a ropeway lift
Replies: 19
Views: 3471

Ah, I see now that resume caterpillar and loading a saved game are actualyl the only ways to get the caterpillar state to be reinterpolated from arbitrary positions; mounting/dismounting a vehicle and changing map also move all the heroes to the same tile and resets the caterpillar trail. You don't ...
by TMC
Sun Jun 26, 2016 10:11 am
Forum: Q&A Discussion
Topic: Script to have heroes use a ropeway lift
Replies: 19
Views: 3471

I didn't really see anything wrong with the script you posted ("wait for hero" waits for the leader), but I assume there's no longer a problem with that. The caterpillar issue is a serious nuisance; I'd forgotten about that. I don't have a copy of the OHR here at the moment (I've just suff...