Search found 1189 matches

by kylekrack
Fri Dec 01, 2017 10:01 pm
Forum: Game Discussion
Topic: Let's talk about a stable release: etheldreme
Replies: 56
Views: 10291

Felsenmeer is interesting. Doesn't that literally translate to "rock ocean" or something?
by kylekrack
Wed Nov 29, 2017 12:01 am
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

Update: NPC movement I got slice-based NPCs to load, animate, and move properly based on various attributes. You can adjust in the scripts what sprite type your NPCs have, allowing you to load any sprite as an NPC. However, you will be limited to the frame count that sprite type provides. NPCs can ...
by kylekrack
Tue Nov 28, 2017 11:21 pm
Forum: Game Discussion
Topic: Let's talk about a stable release: etheldreme
Replies: 56
Views: 10291

Perhaps if layers could be skewed, fixed etc., individually? There might not be an option to do this in Custom, but writing a script that skews the map layers shouldn't be too difficult, assuming they aren't too resistant to being messed with. It'd be easier if you wanted them at a fixed skew, but ...
by kylekrack
Tue Nov 28, 2017 9:42 pm
Forum: General Discussion
Topic: Secret Santa!? [THERE'S NO TIME MAN!]
Replies: 61
Views: 11997

I'm terrified of the post office, but I'm willing to sign up because this sounds like a huge ton of fun. I'm assuming we're talking about a literal, physical gift exchange.
by kylekrack
Mon Nov 27, 2017 11:17 pm
Forum: Game Discussion
Topic: Let's talk about a stable release: etheldreme
Replies: 56
Views: 10291

All of the new mouse controls in the map editor seem to work right for me. I went down the f1 help list and tested everything I saw that was new. The only thing I'm confused about is CTRL+ALT+arrow keys to skew. It's not working for me, but CTRL+RMB works fine. Maybe it's my Macbook interfering with...
by kylekrack
Sat Nov 18, 2017 7:59 am
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

Anyway, I fixed the script to what you posted earlier. The player position no longer glitches, but the sprite still goes invisible for a bit while on the edge of wrapping. What? I downloaded the last version you uploaded (from the 14th), simply replaced your wrapping script with mine, and it works ...
by kylekrack
Sat Nov 18, 2017 2:10 am
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

Err... just use the script I posted. It's largely the same as yours, but fixes the glitch when you cross the map edge. It'd probably help if I read things, wouldn't it? I think I was in a hurry when I posted that, for some reason. Anyway, I fixed the script to what you posted earlier. The player po...
by kylekrack
Fri Nov 17, 2017 10:38 pm
Forum: Game Discussion
Topic: Hype Up Your Game Thread
Replies: 1513
Views: 361348

What FPS are you running it at? The only potential issue I see is the game taking too long between turns. If you run at a higher FPS, moving the camera and NPCs faster will be smoother and you can reduce the time the player has to sit watching without playing.
by kylekrack
Mon Nov 13, 2017 11:16 pm
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

This is the script I used to quick fix the wrapping issue. script, wrap player position, begin variable&#40;w, h&#41; w &#58;= map width&#40;current map&#41; * 20 h &#58;= map height&#40;current map&#41; *20 if&#40;slice x&#40;player&#41; < 0&#41; then...
by kylekrack
Mon Nov 13, 2017 10:32 pm
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

Working on cleaning everything up. Removed the "check cardinal direction" subscript and altered much of how the velocity and direction are interpreted. I added an animation handler that uses 8 sprite sets (of any type) for each direction. It cycles through each frame of that sprite set, me...
by kylekrack
Mon Nov 13, 2017 1:59 am
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

Sorry the code is cryptic. My next goal here is to remove the "check cardinal direction" script and just use the friction TMC implemented. That alone should condense the code pretty significantly in addition to making it read better. I'm also working on an animation handler that doesn't ju...
by kylekrack
Fri Nov 10, 2017 11:39 pm
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

I'll get on that right now. I think I can work out a solution.
by kylekrack
Mon Nov 06, 2017 7:59 pm
Forum: Game Discussion
Topic: Show off your graphics!
Replies: 1625
Views: 335842

Here's my sprite portfolio so far! Yes, it's still expanding These are incredible! There's so much character in each one. The big sprites are so good! They're just so clean and visually appealing. The shadows are really well done, in both color and placement. Oh man, and that guy in the purple robe...
by kylekrack
Sat Nov 04, 2017 8:13 pm
Forum: Game Discussion
Topic: OHRRPGCE 20 Year Anniversary!
Replies: 49
Views: 10803

Amazing. I'm barely ahead of it in age. Unless you count the summer of 1996 as its conception, then it's got me beat. I'm not sure how to feel about it.
by kylekrack
Wed Oct 25, 2017 9:59 pm
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

Oh wow! It's cool to see someone using this. Now I really feel pressured to make them worthwhile to use :zombie: My plan was to write movement and activation styles for each one defined in Custom. The pathfinding... maybe not. I already dove down that rabbit hole and didn't come out alive. But touch...