Search found 4098 matches
- Sun Dec 08, 2019 2:48 am
- Forum: Game Discussion
- Topic: Android google-play compat status thread
- Replies: 73
- Views: 10976
I tried looking at the log and matching it up with the messages printed from inside Video.java, but I didn't really learn anything. The most that I can suggest is building some simple test game from the latest version commander-genius repo (preferable one that uses audio) and seeing whether it has t...
- Sat Dec 07, 2019 2:44 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19748
Fufluns Friday? Guess not. I did finish this Friday: Changing walking animation speed Nothing to do with Fufluns, really. Actually I mostly implemented this a couple months ago but just got around to finishing it. Seemed worth doing. Broken Mac builds continuing to be a painful problem. I hope somet...
- Sat Dec 07, 2019 2:32 pm
- Forum: Game Discussion
- Topic: Changing walking animation speed
- Replies: 5
- Views: 1113
Changing walking animation speed
In the latest nightly is a significant change to walking animations. Previously they were always two ticks per frame even if you increased the framerate. Now you can select the number of ticks per frame (for now, just a single global setting). It changes walk-in-place animations too. This doesn't af...
- Wed Dec 04, 2019 3:05 pm
- Forum: Game Discussion
- Topic: Blood Ledger - Alpha 1.1
- Replies: 5
- Views: 1062
Oh yeah, sure, why 12 years ago Bena released an earlier tech demo of this game :) There were others too, though nowhere near as ambitious. I know that at least RMSephy released a stealth game long ago too. I think that one no longer works properly with recent versions of the engine. I'm very biased...
- Wed Dec 04, 2019 2:53 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19748
We just passed the two year anniversary of Etheldreme! :zombie: Didn't actually finish the sprite resize option yet. Instead, believe it or not, spent three days on the main Fufluns release blocker: that the OHRRPGCE doesn't run on the latest Mac OS release. It's slow going because I don't have acce...
- Wed Dec 04, 2019 2:25 pm
- Forum: Q&A Discussion
- Topic: how to change the hero sprite frame in plotscript?
- Replies: 2
- Views: 778
- Wed Dec 04, 2019 2:17 pm
- Forum: Game Discussion
- Topic: Android google-play compat status thread
- Replies: 73
- Views: 10976
- Sat Nov 30, 2019 12:54 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19748
- Sat Nov 30, 2019 11:05 am
- Forum: Game Discussion
- Topic: Android google-play compat status thread
- Replies: 73
- Views: 10976
I haven't tested yet, but DanteDynamite in Discord reported trying a latest ohrrpgce-game-debug.apk (32 or 64 bit?) on a phone recently upgraded to Android 9, and resuming worked fine. Maybe this isn't an Android 9 problem? Have you tried testing in an emulator? Its been a while since I tried gettin...
- Fri Nov 29, 2019 10:08 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19748
- Wed Nov 27, 2019 1:42 pm
- Forum: Game Discussion
- Topic: Android google-play compat status thread
- Replies: 73
- Views: 10976
- Wed Nov 27, 2019 1:40 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19748
Wednesday A very productive day. Didn't have time to work on the OHRRPGCE. Started baking a cheesecake. ---- Thanks for the crash report, will investigate. Probably similar to the cause of the first Win95/98 crash you reported. An option to disable the map previews shouldn't be needed (see my last ...
- Tue Nov 26, 2019 11:26 pm
- Forum: Game Discussion
- Topic: Android google-play compat status thread
- Replies: 73
- Views: 10976
- Tue Nov 26, 2019 2:45 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19748
Unbelievably, I spent another day on the map picker menu, this time making sure it's responsive even on a very slow machine (it wasn't). Spent a lot of time investigating exactly where the time was being spent, and made it delay doing any previewing if there isn't enough idle time available. (The ol...
- Mon Nov 25, 2019 3:33 pm
- Forum: Game Discussion
- Topic: Yet another OHRRPGCE dev blog
- Replies: 135
- Views: 19748
Wasted a lot of time investigating and fighting some code bloat (in vector type tables), in the end I managed to trim 400 bytes from game.exe... which is so close to zero that I doubt it's even worth the cost of adding another confusing macro. I'll probably just throw away that change. Anyway, this ...