Search found 4098 matches
- Tue May 19, 2015 9:40 pm
- Forum: Q&A Discussion
- Topic: Plotscript on Notepad++
- Replies: 4
- Views: 1538
I assume you're talking just about syntax highlighting? I don't believe anyone has ever written a HamsterSpeak definition file for Notepad++. IIRC Notepad++ actually has two different ways to define highlighting: standard Scintilla definition files, and a custom format (or is it just a custom editor...
- Tue May 19, 2015 9:03 pm
- Forum: Q&A Discussion
- Topic: Help using Read Map Block for animation
- Replies: 6
- Views: 1486
- Tue May 19, 2015 9:19 am
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
Hmm, well it's not from Septaweekly
- Tue May 19, 2015 12:39 am
- Forum: Game Discussion
- Topic: Palette talk
- Replies: 59
- Views: 23736
Oh, that's fantastic. Now I feel like setting the parameters to something crazy and then trying to draw with the hue-shifting ramps it gives me. Regarding long ramps, I think they're useful when the person making the palette doesn't know whether the person that's going to use it is going to want to ...
- Sat May 16, 2015 3:57 am
- Forum: Q&A Discussion
- Topic: Trouble with tags, items, text boxes...
- Replies: 11
- Views: 2766
- Fri May 15, 2015 11:01 am
- Forum: Q&A Discussion
- Topic: Trouble with tags, items, text boxes...
- Replies: 11
- Views: 2766
- Thu May 14, 2015 10:36 pm
- Forum: Q&A Discussion
- Topic: Arcing Projectiles
- Replies: 24
- Views: 6580
What I would do to solve that is to display the arrow on the target after it hits. So even if the distance is so short that it's only in air for 0 or 1 tick, you can still see it hit. The other option is to increase the frame rate, but that will mean all existing scripts as well as hero and NPC move...
- Thu May 14, 2015 9:54 am
- Forum: Q&A Discussion
- Topic: Arcing Projectiles
- Replies: 24
- Views: 6580
- Thu May 14, 2015 9:49 am
- Forum: Q&A Discussion
- Topic: Get Sprite Palette
- Replies: 4
- Views: 1375
Use the get sprite default pal command.
- Wed May 13, 2015 11:09 am
- Forum: Q&A Discussion
- Topic: Arcing Projectiles
- Replies: 24
- Views: 6580
Actually whether you explicitly calculate acceleration due to gravity or not, the curve will be a parabola, so there should be no difference between the two scripts given the right set of parameters. So if you want to specify the height there's no reason you can't use the first script. I'm really su...
- Tue May 12, 2015 12:58 pm
- Forum: Q&A Discussion
- Topic: Arcing Projectiles
- Replies: 24
- Views: 6580
v is horizontal velocity. Default walking speed is 4 pixels/tick, which is quite slow, so I would use a value of 10-15 for an arrow. There's no need to make it variable unless you're going to have some arrows fired at high angles. The xi doesn't need to be globals if we instead move the slice relati...
- Tue May 12, 2015 12:34 pm
- Forum: Q&A Discussion
- Topic: % Based Poison/Regen Attacks
- Replies: 15
- Views: 3932
A limit sounds very similar to being another stat cap. Very straightforward. It would be ideal if the registers increased up from 0 rather than down from 1000. Then using them as a base stat for an attack would make sense. However that's a pretty big change, so maybe they should grow down from 0 ins...
- Mon May 11, 2015 6:21 pm
- Forum: Game Discussion
- Topic: Hype Up Your Game Thread
- Replies: 1513
- Views: 361588
I'd like to take a look but haven't had time, especially because you describe it as an experiment and a roguelike. I did notice when it was posted to the gamelist, but must have skipped over without reading the description because there were no screenshots included. You did say you start out remarka...
- Mon May 11, 2015 4:29 pm
- Forum: Q&A Discussion
- Topic: % Based Poison/Regen Attacks
- Replies: 15
- Views: 3932
Yes, I mentioned that. I just went ahead and added it. Ended up rearranging that menu in the process... Regen, poison, stun and mute are implemented with registers. The initial values are 1000. The amount of regen, etc, is equal to the amount below 1000 that these are damaged. The implications are t...
- Sun May 10, 2015 4:58 pm
- Forum: Q&A Discussion
- Topic: % Based Poison/Regen Attacks
- Replies: 15
- Views: 3932
Oh, that's odd... we have settings to set icons for poison, stun, and mute, but not regen. An oversight. Since Ruin is based on a very old .rpg file, all the status icons will default to blank. You can set them in the Battle Settings menu. You didn't set your regen attack to heal, did you? It must b...