Oh, hi... people are really coming out of the woodwork to unload on me!
Wendigo wrote:1) Forum Registration Passwort (Important)
Please do not send the password in the confirmation email. Mails are not encrypted and anyone could catch the password in plain text.
I agree that it's not great, but even worse, the website doesn't use HTTPS so the password is sent in plaintext over the internet every time you log in (while email is often sent over HTTPS). Of course, every website used to do this, but people are starting to expect better.
Anyway, this is the wrong thread; complain to the admin, Mogri.
Wendigo wrote:2) Battle Scripting
Yes, it's badly needed. Battlescripting has been the most anticipated feature since 1999, when plotscripting was added. After dwimmercrafty I want to focus on scripting features like that.
Wendigo wrote:3) Multi language games
Add a language option to the main menu where the player can choose the locale.
This is probably a big one since it would not only mean to store different language files for textboxes and stats
but also different fonts in a single game.
Funny, I actually spent a bit of time planning how to do translations, but I couldn't find
anyone who wanted it. Even a group of students studying to be translators who were asking about translating OHR games just wanted to create multiple versions of each game.
But because noone wants it, it's not going to happen.
You wouldn't need multiple fonts. Another majorly unwanted feature I'm working on slowly is unicode support, for more characters in a font.
Wendigo wrote:Putting an amphasize on certain words would also be nice. So one could mark points of interest in a sentence in a different colour or divide spoken text from a characters thoughts within a single textbox.
Yes. This is already implemented, it's just not finalised and exposed. One reason is that textboxes need to be upgraded, otherwise if you use markup to change colour you wouldn't be able to continue a line of text to the right hand side of a textbox, because there are only 38 characters per line!
So this is another thing to concentrate on after the next release.
The Wobbler wrote:TMC wrote:The Wobbler wrote:Another request for you dudes: Option to hide certain equipment slots. I never use all of them in my games.
Would be nice, but not trivial since it changes the layout of the menu
That makes sense. Would it be easier or harder to, say, have two slots be assigned to the same equipment type? So a hero could equip two items at once that fall under "Equipable as Accessory" or something.
Hadn't thought of that. I had suggested allowing equipping an item in multiple slots, but this is a different solution. Probably doesn't really make sense to have both.
RedMaverickZero wrote:Just throwing another one out there that might even be easy, but I don't know. Can you make it so you can adjust the size of the spell lists? A large reason I don't use conventional spells in my games is because I never have enough to fill it out all the way. Can you make it Auto Sized like text boxes have the ability to do? That way a spell pool with 2 won't look incomplete when it could hold a lot more.
OK. James converted spell lists to slices, so that should be easier. I wonder if there should be an option for it, or just always autosize. And whether to display slots in which you can learn something but are currently empty.
Virtuous Sword wrote:
some option to auto-backup every 1/5/20 minutes kinda thing might be nice, especially if you are prone to crashes
Prone to crashes? You mean you see the engine crash sometimes, or is your computer unstable? If Custom or your computer crash, you should be able to recover your game without losing much. Assuming no corruption occurs.
Virtuous Sword wrote:
revert function would be useful if you messed up an entry in the database and wanted to change it back to an umodified or previously-saved version, for example, if you really slimed up an entry
I thought you were talking about the sprite editor. Undo features in other menus would be heaps of work
Virtuous Sword wrote:
bookmarks - theoretically placed at the beginning of a section, but it'd be nice to be able to place them manually too and jump to them, for example, using F row.
It might be good to have seperate bookmarks for each part of the engine.
It might be nice to have something like that in the game player too, like configurable shortcuts to access different menus on a keystroke.
Oh, that section hotkeys would be nice. Actually, you can already use sort-of-hotkeys on the main menu and a couple other menu. Either press a letter repeatedly or type part of a menu item, like 'at' for 'Edit Attacks'. I use that a lot and wish it were everywhere. If you want shortcut keys in-game, just script it. It's really easy:
Code: Select all
plotscript, onkeypress script, begin
if (key is pressed(key:I) > 1) then (items menu) # etc
end
Virtuous Sword wrote:
More than 4 spell lists... nah, I guess not.
Still, it doesn't sit right with me currently... Perhaps some sort of pooled/common spell list or the ability to modify the spell list during the course of the game? A hero cannot learn a spell without it being in their spell list is kinda limiting.
It is a slightly odd limit. You can use a script to "force" teach a spell, but then you're responsible for finding an unused spelllist slot. That new spelllist type would be nice
Virtuous Sword wrote:
A hero's battle menu?
I have a few ideas on how to display the hero battle menu, but they are complicated, for example, a ring menu above the heroes head, or icons or some such.
For example, you might have options falling vertically, and instead of being cut off, displayed in a new column to the right.
Or you might press left and right on the battle menu to access other options, modify choices etc. but I'm not sure, it's really a layout thing if anything. Perhaps we could add slime?
I want to see more diversity of UI like this, instead of all OHR games looking the same
Virtuous Sword wrote:
Slices?
I don't really understand them myself. Still they are super exciting!
I'm looking forward to some kind of archetypes to create a slice for different game formats, like point-and-click or graphic novel type thing.
Clickable slices will probably get added at some point, which would be very useful for menus and point-and-click, but you're still going to need to do some scripting for anything that isn't an RPG. Hmm, if you could attach a textbox to a clickable slice, and have tag-based visibility conditions on slices, a lot of stuff would be possible. I hadn't thought of that; would be great. It would be a lot like how scene-based game engines work, as you said. But I don't think we have as much planned for slices as you're imagining, since they were always intended to be used mainly via scripting, and I'm just beginning to learn about other engines.
....
Fine, fine, I started on menu item colours. But answer me this: how many colour settings should a menu item have? Default, selected (x2), disabled, selected disabled (x2)? That's 6 options! I think I'll just have default and disabled. Maybe search the master palette for lighter/darker colour and pick them automatically.