Search found 4098 matches

by TMC
Sun Feb 23, 2014 1:24 pm
Forum: Game Discussion
Topic: OFFICIAL OHRRPGCE RANDOM COLAB CONTEST
Replies: 91
Views: 25305

Day Nine: Spent the day on it and got a lot done. I feel like I'm over halfway through the scripting, and that we will meet the deadline without forcing a terrible pace. Finally have something interactive that's starting to resemble the final product. Features done: 18/62 Bonus features done: 1/15
by TMC
Sun Feb 23, 2014 5:28 am
Forum: Game Discussion
Topic: New Game: Ramble Planet
Replies: 65
Views: 14344

sheamkennedy wrote: If you are looking for a workaround to this in the future, I believe I have happened upon one.
If you want to do something like that, don't place thousands of NPCs (you'll quickly hit the 300 NPC limit anyway). Use an each-step script and check the coordinates (or check for a zone).
by TMC
Sun Feb 23, 2014 12:06 am
Forum: Game Discussion
Topic: New Game: Ramble Planet
Replies: 65
Views: 14344

I'm really looking forward to playing this game after the Random Collab contest ends (too much of a panic right now); it looks great. The walkabout flickering on wrap around was a bug introduced a few years ago when we changed everything over to slices. We should get around to fixing it. (I think it...
by TMC
Sat Feb 22, 2014 8:07 pm
Forum: Game Discussion
Topic: OFFICIAL OHRRPGCE RANDOM COLAB CONTEST
Replies: 91
Views: 25305

Looks nice. And Hawk&Ichiro's could be interesting! Day Eight (yesterday): Hardly touched the game because I was busy and couldn't get much sleep. Hope inability to get a good night's sleep doesn't kill this. Features done: 4.5/62 Bonus features: 0/9 I actually cut some stuff, but the number of ...
by TMC
Fri Feb 21, 2014 4:09 pm
Forum: Game Discussion
Topic: OFFICIAL OHRRPGCE RANDOM COLAB CONTEST
Replies: 91
Views: 25305

Darn, without Giz this is going to be a whole lot less interesting. Day 6: Finally succeeded in doing nothing. Day 7: I wrote down a long, long list of features that I'm responsible for, then decided with a little discussion with K what to cut and what to put into the "bonus" category, non...
by TMC
Thu Feb 20, 2014 7:09 pm
Forum: Game Discussion
Topic: No post mode specified: Let's fix the upload problems
Replies: 15
Views: 2729

So shared hosts like dreamhost don't have an amount of disk space specified in the plan?
by TMC
Thu Feb 20, 2014 2:52 am
Forum: Game Discussion
Topic: No post mode specified: Let's fix the upload problems
Replies: 15
Views: 2729

Mogri wrote:Apologies for the service interruption. You should now be able to upload files up to 90MB in size.
I'm pretty sure Powerstick Man is getting to get a lot larger!
by TMC
Wed Feb 19, 2014 5:10 am
Forum: Game Discussion
Topic: OFFICIAL OHRRPGCE RANDOM COLAB CONTEST
Replies: 91
Views: 25305

Day Five:

Failed at not working on the game again: ended up talking to K over IRC and working on the design doc a bit.
by TMC
Wed Feb 19, 2014 2:48 am
Forum: Game Discussion
Topic: Work-On-Your-Game-Weekend 2014
Replies: 182
Views: 32787

By data overlay, I mean a separate map editing mode where you define the elevations, as you said. I was thinking about moving the tiles up or down by the elevation too. I guess that would be doable if each map layer had a setting for whether they should be affected by the elevation. This is all far ...
by TMC
Tue Feb 18, 2014 4:54 pm
Forum: Game Discussion
Topic: Made another song! And something CRAZY happened!
Replies: 4
Views: 920

Nice track! So does this .wav corrupt when importing into Custom? If so I'll like to try it out myself. SDL_mixer, which is used by the default music_sdl backend, does actually have trouble with bitrates other than a couple of the most common ones. (eg it doesn't like 48kHz). But tracks with other b...
by TMC
Tue Feb 18, 2014 4:49 pm
Forum: Game Discussion
Topic: Work-On-Your-Game-Weekend 2014
Replies: 182
Views: 32787

Oh, that would make a great built in feature. If you could set the map height in the zone data editor, then it could automatically smoothly move heroes and npcs up and down between the height levels as they move between different tiles, making ramps easy. Unfortunately there are complications: - Wha...
by TMC
Tue Feb 18, 2014 2:27 pm
Forum: Game Discussion
Topic: OFFICIAL OHRRPGCE RANDOM COLAB CONTEST
Replies: 91
Views: 25305

Day Four: I said I wasn't going to work on the game, but I ended up brainstorming ideas for mechanics and adding to the design doc anyway. I think properly prioritising stuff is critical so we end up with something playable when inevitably we don't finish. Guess we really should be trying to strip t...
by TMC
Tue Feb 18, 2014 7:43 am
Forum: Game Discussion
Topic: Work-On-Your-Game-Weekend 2014
Replies: 182
Views: 32787

Cool. I think it would look more realistic if each character took a short run (even just half a tile, which you can probably fit in without having to move them back from the edge first) before jumping. You could also switch to the stepping frame in the walkabout set where the character has their leg...
by TMC
Tue Feb 18, 2014 6:48 am
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 336274

Custom should tell the user to contact us for help in recovering a corrupted file if something goes wrong...

Unfortunately it is a lot of work to check for errors at every stage of loading a file.

What happened when you tried to open the recovered .rpg file with Custom?
by TMC
Tue Feb 18, 2014 6:41 am
Forum: Game Discussion
Topic: refresh_map_slice message in g_debug.txt
Replies: 4
Views: 817

Yes, that message has been around for a long time, but no one has ever gotten around to investigating it. Please ignore it. (Nightlies right now have even more warnings printed in g_debug.txt)