OHRRPGCE feature requests/suggestions
Moderators: Bob the Hamster, marionline, SDHawk
Re: OHRRPGCE feature requests/suggestions
Whoops; you're right. Just replace SliceX with (SliceScreenX + CameraPixelX).
Maybe we should add convienence functions "slice map x" and "slice map y"!
Maybe we should add convienence functions "slice map x" and "slice map y"!
- Bob the Hamster
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Re: OHRRPGCE feature requests/suggestions
Those convenience functions would be... Convenient! Great idea!
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- Slime
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Re: OHRRPGCE feature requests/suggestions
would it be possible to add an option to move screenshots to another directory? they tend to fill up the main folder pretty fast, and if you move them then the numbering starts from zero again for the next screenshot, which makes it hard to keep track of everything
snacktime
Re: OHRRPGCE feature requests/suggestions
That seemed easy enough, so I've added a screenshot_dir setting to ohrrpgce_config.ini/gameconfig.ini. ohrrpgce_config.ini is confusingly flexible, so you can change the directory for all screenshots, or just Game or Custom, or just for a specific game, or set a relative path so screenshots go in a subdirectory next to the .rpg. It's currently not so easy or intuitive to view or edit the .ini, that's something I want to improve. I couldn't even remember myself how to set a game-specific setting.jolt1k wrote: ↑Thu Sep 23, 2021 10:40 pm would it be possible to add an option to move screenshots to another directory? they tend to fill up the main folder pretty fast, and if you move them then the numbering starts from zero again for the next screenshot, which makes it hard to keep track of everything
Re: OHRRPGCE feature requests/suggestions
Could we have a bitset for "on touch" NPCs to activate when "walking into" the player instead of moving into an adjacent square (diagonal or otherwise)?
vvight.wordpress.com
Re: OHRRPGCE feature requests/suggestions
Also, we don't appear to have any scripting commands related to shops! I want to use shops as storage chests - ie you "sell" an item to the chest and it increments stock, and you can buy it back for free. The problem is, the chest will buy literally any item. The only solution I can see at this stage is to add every single item in game to the chests (shops) "available stuff" and choose "refuse to buy".
I'd like a shop bitset like : "Will only buy items listed in Available Stuff"
And also the ability to change the names on Buy/Sell menus or set them specific to each shop. "Withdraw/Deposit" in the case of my storage chests would be handy!
I'd like a shop bitset like : "Will only buy items listed in Available Stuff"
And also the ability to change the names on Buy/Sell menus or set them specific to each shop. "Withdraw/Deposit" in the case of my storage chests would be handy!
vvight.wordpress.com
Re: OHRRPGCE feature requests/suggestions
On Touch NPC activation is notoriously bad. We do need one that's for actually walking into the NPC (the player into the NPC or vice versa). Maybe we could call it Bump activation. (Do you want only the NPC to be able to trigger it by walking into the player, not the player by walking into the NPC?)
As for On Touch, I think we'll likely eventually add a general preference bit to modify how it works, and/or add similar alternative Touch activation types, or even add parameters so you can adjust e.g. whether diagonally adjacent counts.
"Will only buy items listed in Available Stuff"
That's a great idea!
I haven't looked, but I'd hope custom shop menu item captions isn't terribly hard...
As for On Touch, I think we'll likely eventually add a general preference bit to modify how it works, and/or add similar alternative Touch activation types, or even add parameters so you can adjust e.g. whether diagonally adjacent counts.
"Will only buy items listed in Available Stuff"
That's a great idea!
I haven't looked, but I'd hope custom shop menu item captions isn't terribly hard...
Re: OHRRPGCE feature requests/suggestions
A bump activation would be seriously great! Both walking into an npc or vice versa.
Cheers
Cheers
vvight.wordpress.com
Re: OHRRPGCE feature requests/suggestions
I'm rather confused why we didn't add such a thing earlier...
Re: OHRRPGCE feature requests/suggestions
Also curious why with some of the OHR-made shapes, rectangles and ellipses, why only rectangles can get any transparency settings applied to them? This would make it easier for making scripted shadows under characters rather than making ovals as sprites and doing the same task that way. Then we could control the shape and size of the ellipses too with it.
http://www.redtrianglegames.com
RMZ#4181
RMZ#4181
Re: OHRRPGCE feature requests/suggestions
It's just the way that alpha transparency works that I have to implement it separately for each slice type. I am going to add those at some point, but I'm already working on lots of other graphical features simultaneously.
- Feenicks
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Re: OHRRPGCE feature requests/suggestions
How difficult would it be for battles to use the entire battle backdrop with non-standard resolutions, as opposed to just the central 320x200 portion it currently does?
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Re: OHRRPGCE feature requests/suggestions
Very nice backdrop, and I'm surprised how much difference adding a little more to the left and right makes.
I already have an unmerged git branch which adds non-320x200 battles as a backcompat bit. It does not fix any of the graphical glitches that would happen whenever an enemy/hero/attack sprite moves over the screen edge (they might not move fully over the edge before disappearing). I'll have to test it actually works before merging it but it looks done. I think maybe there will also be GUI problems. I also have a big patch from Swordplay for support other resolutions in the battle menus that I was in the process of adapting that I'll try finish in time too.
I already have an unmerged git branch which adds non-320x200 battles as a backcompat bit. It does not fix any of the graphical glitches that would happen whenever an enemy/hero/attack sprite moves over the screen edge (they might not move fully over the edge before disappearing). I'll have to test it actually works before merging it but it looks done. I think maybe there will also be GUI problems. I also have a big patch from Swordplay for support other resolutions in the battle menus that I was in the process of adapting that I'll try finish in time too.
- The Wobbler
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Re: OHRRPGCE feature requests/suggestions
I can't remember if this was requested before, but in addition to the standard Jump animation in battle could we have one that's Jump - Straight Up instead of angled?
Re: OHRRPGCE feature requests/suggestions
In addition - being able to use the jump feature of being untargetable until "land" but be able to set either animation to whatever we want:
eg: jump animation uses one of the death fade outs, and the land animation is a fade in at target.That way we could program things like " dig " from pokemon.
eg: jump animation uses one of the death fade outs, and the land animation is a fade in at target.That way we could program things like " dig " from pokemon.
vvight.wordpress.com