Search found 1189 matches

by kylekrack
Thu Feb 02, 2017 9:03 pm
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64207

Not making swift progress, but I'm still going. I got a script to work which animates just the speaker in a conversation and it works without any bugs, amazingly.
by kylekrack
Wed Feb 01, 2017 9:32 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64207

XOO: Seems to have a lot more sexual references than the average NES game, you'd have to have blackmail material to get this past Nintendo of America standards of the day. (also the whole kill and corpse thing, but that might make it by after censorship due to it being less worrying by comparison) ...
by kylekrack
Wed Jan 25, 2017 7:15 am
Forum: Game Discussion
Topic: Enemy movement in Rougelikes?
Replies: 3
Views: 1140

Ok, so I don't know how well this would work, but I'll try to explain it as concisely as I can. I think you could suspend the player and override the movement with a keypress script. Then have an each-step script call "suspend NPCs" to effectively pause their movement. Each time the player...
by kylekrack
Tue Jan 24, 2017 10:45 pm
Forum: Game Discussion
Topic: Official MICRO-blog THREAD for "Finish Your Damn Game Engine"
Replies: 59
Views: 12933

Look! TMC is secretly doing amazing things! As of the next nightly wip build, you will be able to press CTRL+F12 to record a gif of your game! Brilliant! That will really come in handy for posting info about progress in threads like this, instead of having to upload an rpg file to the Games page fo...
by kylekrack
Mon Jan 23, 2017 12:49 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64207

Ok I got damage working (kind of). A bunch of things still don't work. There is no AI for the enemy. Once a unit has moved that's it. You have to restart the game to move them again. The game is cming together much faster than I anticipated. Here's a little demo to prove what I've done so far. Let ...
by kylekrack
Sun Jan 22, 2017 10:35 am
Forum: Q&A Discussion
Topic: Some questions
Replies: 9
Views: 2305

Hi! I'll answer as many of these as I can right now. I'm very tired, but some of these have simple answers. 1. Yes, it is possible using the "pan camera" command via plotscripting. This page on the wiki describes it in more detail: http://rpg.hamsterrepublic.com/ohrrpgce/How_do_I_give_the_...
by kylekrack
Sat Jan 21, 2017 8:47 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64207

Ok I got damage working (kind of). A bunch of things still don't work. There is no AI for the enemy. Once a unit has moved that's it. You have to restart the game to move them again. The game is cming together much faster than I anticipated. Here's a little demo to prove what I've done so far. Let m...
by kylekrack
Sat Jan 21, 2017 8:44 am
Forum: Games
Topic: Fear Tactics
Replies: 0
Views: 1951

Fear Tactics

[s]Here's a minimalist demo for what I've gotten done so far, because you guys deserve to see it. This is for the Multicart Compilation. Made using the latest stable build (callipygous) in case things aren't working right.[/s] UPDATE: Feb. 28, 2017 - New features, including but not limited to: being...
by kylekrack
Fri Jan 20, 2017 8:32 am
Forum: Q&A Discussion
Topic: Getting attack info, like hit rate
Replies: 2
Views: 644

Thank you! Good to have confirmation, and that thread is a better start than nothing. I know the basics of creating data structures, but my training in that is more in C and Java, so I'll definitely give your comments in there a read. I'm sure I'll learn something.
by kylekrack
Fri Jan 20, 2017 7:09 am
Forum: Q&A Discussion
Topic: Getting attack info, like hit rate
Replies: 2
Views: 644

Getting attack info, like hit rate

Are there any commands for getting data other than names from attacks defined in custom? For my tactical RPG, I do not want to use the default battle system, but I would like to simulate them in a way, by taking data from attacks and applying the hit and damage math manually. I was thinking "ma...
by kylekrack
Thu Jan 19, 2017 10:30 pm
Forum: Game Discussion
Topic: Bale dev log
Replies: 74
Views: 19099

Continuing to look great. I really look forward to playing a finished product. If you don't mind me asking, what's the most time consuming/difficult aspect when making Bale? If it's the artwork, then what's the second most time consuming? You seem to be making really consistent progress, even when t...
by kylekrack
Tue Jan 17, 2017 7:37 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64207

It's been a little quiet, so I figured I should show some progress on here. I've been studying more NES graphics to try and capture the feel better. These portraits are largely based on those from Fire Emblem: Ankoku Ryū to Hikari no Tsurugi, the original Fire Emblem game. I tried to make t...
by kylekrack
Thu Jan 12, 2017 6:34 am
Forum: Game Discussion
Topic: OHR Multicart Compilation
Replies: 418
Views: 64207

You could also offer to help someone else with their project, as well. The hours might work out better. I might need some help finishing, for instance.
by kylekrack
Thu Jan 05, 2017 9:10 pm
Forum: Game Discussion
Topic: Let's Talk Resolution
Replies: 11
Views: 2414

Man, this is a great discussion question. Put briefly, my stance on resolution is that each game warrants its own special resolution, depending on what kind of game it is, and how the creator wants it to look. If you want a HUD onscreen at all times, maybe it's best to have a larger resolution. If y...
by kylekrack
Sun Jan 01, 2017 10:10 am
Forum: Q&A Discussion
Topic: A way to get the ref of the NPC who triggered a plotscript?
Replies: 5
Views: 1234

Woah, I was not aware of that, that sounds super helpful.