Search found 1189 matches

by kylekrack
Sun Sep 10, 2017 11:30 pm
Forum: Games
Topic: Guilded
Replies: 0
Views: 1455

Guilded

This is a project I started about a year ago. Couldn't turn it into anything. Now I probably never will, just cause it's been too long. Still, I thought I had an interesting thing going. I'm posting this here so that it's not forever sitting in the bowels of my Documents folder. Of course, if anyone...
by kylekrack
Sun Sep 10, 2017 1:39 am
Forum: Game Discussion
Topic: Picking tags with the mouse
Replies: 5
Views: 1325

It's nice to have a lot of little fixes that make the engine smoother to navigate and operate! You guys are swift at making those fixes. Never fails to satisfy. Personally, I prefer that the mouse works well in custom as a whole before the map editor. I mean, we're all used to the way it works now. ...
by kylekrack
Thu Sep 07, 2017 8:11 pm
Forum: Game Discussion
Topic: A new platformer with dwimmercrafty!
Replies: 8
Views: 1571

I thought it was amazing how quick and easy it is to get a sidescroller out of these new commands. I fixed the gravity delay and added a container slice that is the appropriate dimensions of the sprite. That makes it feel much better. I also find the animation definitions script confusing. I just di...
by kylekrack
Thu Sep 07, 2017 10:36 am
Forum: Game Discussion
Topic: A new platformer with dwimmercrafty!
Replies: 8
Views: 1571

A new platformer with dwimmercrafty!

Hello again. I took the scripts from [game]Pixel-Walker[/game] and reworked them into a sidescrolling tech demo, [game]Dwimmerplatformy[/game]. It worked out really well! Took me hardly any time to do it, and it works even better than pixel-walker. Some of the commenting, especially on the animation...
by kylekrack
Thu Sep 07, 2017 9:37 am
Forum: Games
Topic: Dwimmerplatformy
Replies: 0
Views: 1314

Dwimmerplatformy

I rehashed the scripts I used for [game]Pixel-Walker[/game] and turned them into a platformer tech demo. I added in gravity and acceleration/friction. There's one known bug where the player may pass through a wall when coming at a corner from a diagonal. Other than that it works pretty smoothly, and...
by kylekrack
Tue Sep 05, 2017 7:15 pm
Forum: Game Discussion
Topic: Fear Tactics Dev Log
Replies: 8
Views: 1778

Thank you for the questions! A lot of things sort of go over my head. As a general answer, the current demo is actually less playable than when I was first working on it, which is just a product of me changing all of the battle math and not rebalancing everyone's stats. Because I'm still testing all...
by kylekrack
Tue Sep 05, 2017 2:34 am
Forum: Game Discussion
Topic: Fear Tactics Dev Log
Replies: 8
Views: 1778

Fear Tactics Dev Log

[game]Fear Tactics[/game] I've been working consistently on Fear Tactics probably for longer than any other game I've worked on. I decided it was probably time to start a dev log or something, if not only to keep myself on track and maybe get some feedback along the way. All the dev logs I see on h...
by kylekrack
Sun Sep 03, 2017 10:36 pm
Forum: Game Discussion
Topic: My Latest Distraction
Replies: 42
Views: 13938

Awesome! I remember finding this and thinking how cool it looked. I'm hyped that a big mechanical roadblock is taken care of now. Hopefully we'll get to see some gameplay pretty soon.
by kylekrack
Sun Sep 03, 2017 7:58 pm
Forum: Game Discussion
Topic: OHRRPGCE feature requests/suggestions
Replies: 698
Views: 103226

Would there be a possibility for the A* pathfinding implemented recently to include zone data at some point? When I was reading about the A* algorithm, I remember it mentioning assigning a sort of "difficulty" value to each location/tile before seeking the shortest route. I don't actually ...
by kylekrack
Sun Sep 03, 2017 8:06 am
Forum: Game Discussion
Topic: Pixel-Based walking with dwimmercrafty (etheldreme!)
Replies: 32
Views: 7211

Pixel-Based walking with dwimmercrafty (etheldreme!)

Along with the new stable release came a wide variety of awesome new features. I took some time today to play around with one of those in a way that hopefully others will find useful. Using the "move slice with wallchecking()" and "check wall collision x/y()" on a walkabout sprit...
by kylekrack
Sat Sep 02, 2017 9:58 pm
Forum: Games
Topic: Pixel-Walker v2.4
Replies: 0
Views: 2221

Pixel-Walker v2.4

Pixel-Walker is an 8-directional movement framework for the OHR intended to act as a replacement for default grid-based movement. Run the included .rpg file to see the scripts in action. When compiling the scripts into your own project, make sure all .hss files are in one location, and compile "...
by kylekrack
Mon Aug 28, 2017 10:07 pm
Forum: Game Discussion
Topic: almost stable release: release candidate!
Replies: 35
Views: 6973

Bob the Hamster wrote:TMC fixed that already, when the mouse is off the window, there should not be any mouse highlight anymore
Ah, right. I think I remember that being mentioned. I'm just using an old nightly, so I neglect these things.
by kylekrack
Mon Aug 28, 2017 7:42 pm
Forum: Game Discussion
Topic: almost stable release: release candidate!
Replies: 35
Views: 6973

That should hopefully eliminate any confusion about which bits are on/off when using the mouse. fanTASTic. That looks so much better. One of my complaints about the mouse functionality was that when you were using the keyboard, the mouse highlighting just gets in the way, even if you move it off th...
by kylekrack
Fri Aug 25, 2017 10:20 pm
Forum: Game Discussion
Topic: codename suggestions for the "e" stable release
Replies: 26
Views: 5902

Ealdorman - the chief officer in a district (such as a shire) in Anglo-Saxon England

Or Echinopluteus - the pluteus larva of an echinoid, which is a fancy term for a sea urchin.
by kylekrack
Fri Aug 04, 2017 3:34 am
Forum: Q&A Discussion
Topic: Increasing walkabout number of frames?
Replies: 5
Views: 1354

There are example scripts on the wiki for 3-frame walking. How familiar are you with plotscripting?

http://rpg.hamsterrepublic.com/ohrrpgce ... me_walking