Search found 4098 matches

by TMC
Tue Apr 28, 2015 2:11 pm
Forum: Q&A Discussion
Topic: NPC Battle Activation
Replies: 3
Views: 1283

To start a battle from a script, use the fight formation command. However, you don't need a script to start a battle after a textbox: there's a textbox conditional to do that. Go to the Edit Conditional submenu and look for the BATTLE section. The battle is triggered after the box is advanced but be...
by TMC
Tue Apr 28, 2015 2:05 pm
Forum: Q&A Discussion
Topic: NPC Activation Checks and Displaying Items in Battles
Replies: 8
Views: 2261

NPCs on different maps are independent. The only thing of any sort that can be transfers from one map to another is slices, if the "recreate map slices when changing maps" backcompat bitset is off. You can emulate a category autosort order in two ways: either by placing an icon at the fron...
by TMC
Mon Apr 27, 2015 12:02 pm
Forum: Q&A Discussion
Topic: NPC Activation Checks and Displaying Items in Battles
Replies: 8
Views: 2261

Yeah, placing a 'use' and 'step-on' NPC on the same tile is the ideal solution here. If I were going to add a built-in feature for this sort of thing it would be to have an NPC that can be set to activate both by use and by being stepped on, and set you set different effects for each. However, that'...
by TMC
Sun Apr 26, 2015 5:12 pm
Forum: Q&A Discussion
Topic: NPC Activation Checks and Displaying Items in Battles
Replies: 8
Views: 2261

Part 1: But step-on NPCs can't be activated with the use key (IIRC), and while touch npcs can be activated in 2 ways, there's little difference between them. But you can distinguish between them easily by checking whether the use key was pressed (technically you should check whether it was pressed t...
by TMC
Wed Apr 22, 2015 6:38 am
Forum: Q&A Discussion
Topic: Making a Straight Projectile in Different Directions
Replies: 20
Views: 5289

Moving 100 pixels/tick vertically at the same time as 100 pixels/tick horiztonally totals to moving 141 pixels/tick diagonally -- Pythagoras' theorem.
by TMC
Wed Apr 22, 2015 6:36 am
Forum: Game Discussion
Topic: Thinking of implementing socket support into Plotscript
Replies: 18
Views: 5992

By multitasking we don't mean multithreading; the interpreter remains single threaded. We mean cooperative multitasking, i.e. fibres or co-routines (see also "green threads"). This confusion is one reason I wanted to avoid the term "multitasking", but it's a perfectly accurate te...
by TMC
Mon Apr 20, 2015 5:53 pm
Forum: Game Discussion
Topic: Thinking of implementing socket support into Plotscript
Replies: 18
Views: 5992

Ah, James posted while I was replying. There's no reason for that script/protocol to check that the server acknowledged an integer before sending the next piece of data; that's truly madness. So if you were going to implement a protocol by reading and writing to a socket stream, the script would loo...
by TMC
Mon Apr 20, 2015 4:55 pm
Forum: Game Discussion
Topic: Thinking of implementing socket support into Plotscript
Replies: 18
Views: 5992

Sending and receiving are both asynchronous operations, and importantly sending a packet to the server doesn't imply that you expect to get a reply, so the 'send' command has nothing to wait for anyway (aside from the TCP acknowledgement). Server messages could also arrive out of the blue. Let's cal...
by TMC
Mon Apr 20, 2015 3:52 am
Forum: Game Discussion
Topic: Thinking of implementing socket support into Plotscript
Replies: 18
Views: 5992

It seems difficult to avoid ending up with an old networking interface and a new one later, however I would still hope the two can be as similar as possible, including sharing commands that don't need to change, to avoid confusion and code duplication. Likewise the protocol should be extended later ...
by TMC
Mon Apr 20, 2015 3:29 am
Forum: Q&A Discussion
Topic: Making a Straight Projectile in Different Directions
Replies: 20
Views: 5289

Oh, well that's completely different. In that case, projectiles moving diagonally will move faster than horizontal/vertical ones, because the maximum of the horizontal and vertical speed will be fixed to 5 pixels/tick. sqrt(2) = 1.414... so it'll be up to 41% variation. However, that make the speed ...
by TMC
Sun Apr 19, 2015 5:11 pm
Forum: Game Discussion
Topic: Heroes of Thereworld
Replies: 23
Views: 5825

Animated singing parallax mountains... that's going to be unique!

You can always just create a place-holder entry on the gamelist here for your game, and upload zips containing anything you want related to that game. There are also heaps of sites these days for hosting files...
by TMC
Sun Apr 19, 2015 6:56 am
Forum: Game Discussion
Topic: Heroes of Thereworld
Replies: 23
Views: 5825

Woah indeed!

I assume that mountains backdrop is a WIP? Is it a backdrop? (With parallax?) It's going to be really bizarre (and amusing) as a backdrop.
by TMC
Sun Apr 19, 2015 6:51 am
Forum: Q&A Discussion
Topic: Making a Straight Projectile in Different Directions
Replies: 20
Views: 5289

When you post scripts you need to check the "Disable HTML in this post" button or it mangles them. From the parts of your script that didn't get mangled, I can see you calculate the multiplier (and number of ticks) as 1000 / abs (Clickx -- (hero pixel x (me)...
by TMC
Fri Apr 17, 2015 9:08 pm
Forum: Game Discussion
Topic: OHR Otaku Re-re-re-re-re-re-launch, with WH exclusive!
Replies: 7
Views: 2042

You mean a game linked to from the OHR Helpme forum mirrored on archive.org? There are still quite a lot of websites from 10 years ago with working downloads for OHR games, probably many of those webpages aren't linked to from anywhere anymore. Unfortunately the link I posted yesterday has already g...
by TMC
Fri Apr 17, 2015 9:14 am
Forum: Game Discussion
Topic: OHR Otaku Re-re-re-re-re-re-launch, with WH exclusive!
Replies: 7
Views: 2042

Ah, I missed those easter eggs!

EDIT:
Hey look, I found the original official announcement of the OHR Otaku re-re-launch