Getting started... Again
Moderators: marionline, SDHawk
Getting started... Again
For fear of sounding like a newbie...
With multiple websites and forums. Castleparadox was the big thing last time I frequented.
First off, where is the main editor download found?
Next, is it still all pc based? Or are the games playable on Android and or apple devices?
I need to get my feet wet again and I think I've got a decent idea what make.
Thanks for humoring me �
With multiple websites and forums. Castleparadox was the big thing last time I frequented.
First off, where is the main editor download found?
Next, is it still all pc based? Or are the games playable on Android and or apple devices?
I need to get my feet wet again and I think I've got a decent idea what make.
Thanks for humoring me �
Yep...I'm that Byakk0...Been a while my friends.
- TheLordThyGod
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This site is our friend! You’ll find downloads and tutorials and such there.
http://rpg.hamsterrepublic.com/ohrrpgce/Main_Page
PC, Mac, Linux... I think Android is possible but I don’t know what goes into that. Is Ouya still a thing?
http://rpg.hamsterrepublic.com/ohrrpgce/Main_Page
PC, Mac, Linux... I think Android is possible but I don’t know what goes into that. Is Ouya still a thing?
Last edited by TheLordThyGod on Fri Dec 27, 2019 5:31 am, edited 3 times in total.
...spake The Lord Thy God.
You might as well download the latest nightly version of the engine from the wiki. The last official release is pretty old by now, so you'd be missing out on a good amount of features.
Andriod ports are possible, but you have to ask Bob directly about making that happen, as far as I know.
Andriod ports are possible, but you have to ask Bob directly about making that happen, as far as I know.
My pronouns are they/them
Ps. I love my wife
Ps. I love my wife
Digging around the forum a little bit more it looks like Android ports are possible.
Are most games compatible? Or do they need to be built in such a way to accommodate Android?
I'm going to start a game intended for Android users and want to include or avoid what ever is needed from the start.
Are most games compatible? Or do they need to be built in such a way to accommodate Android?
I'm going to start a game intended for Android users and want to include or avoid what ever is needed from the start.
Yep...I'm that Byakk0...Been a while my friends.
Yeah, uh, two years since the last release... I'm the one to blame for that.
Most games will run on Android unmodified. What is a problem is if you write scripts that check for keyboard keys or mouse movement (rather than mouse clicks - tapping a screen acts as a mouse click but you can't see any movement when not tapping).
You can assign a few virtual keyboard keys to buttons (up to 6 including use/cancel) that will be overlaid on the screen (the "virtual gamepad").
But if you use mouse input at all you'd really want to design it/test for smartphone use from the start, or it could be unusable.
There are "show virtual gamepad" "hide virtual gamepad" commands to override whether the overlay is shown, and "auto virtual gamepad" to restore the default behavior, which is to hide it during textboxes and when the player is suspended. You might have to use this in some scripted games if the default isn't right.
You only need to contact James if you want to package your game into an .apk, but you can just download the android game player to play any .rpg file.
No iOS port. It's a low priority. Would rather work on HTML5 instead.
Most games will run on Android unmodified. What is a problem is if you write scripts that check for keyboard keys or mouse movement (rather than mouse clicks - tapping a screen acts as a mouse click but you can't see any movement when not tapping).
You can assign a few virtual keyboard keys to buttons (up to 6 including use/cancel) that will be overlaid on the screen (the "virtual gamepad").
But if you use mouse input at all you'd really want to design it/test for smartphone use from the start, or it could be unusable.
There are "show virtual gamepad" "hide virtual gamepad" commands to override whether the overlay is shown, and "auto virtual gamepad" to restore the default behavior, which is to hide it during textboxes and when the player is suspended. You might have to use this in some scripted games if the default isn't right.
You only need to contact James if you want to package your game into an .apk, but you can just download the android game player to play any .rpg file.
No iOS port. It's a low priority. Would rather work on HTML5 instead.
Last edited by TMC on Fri Dec 27, 2019 9:31 am, edited 3 times in total.
I've already found the mouse use in the editor most helpful.
One thing I can't figure out, or find the answer to...
I seem to recall being able to shift an image right, left, up and down while editing. I don't recall how to do so.
...Now to wrap my head around 'slices'. I've just skimmed the documentation so far.
One thing I can't figure out, or find the answer to...
I seem to recall being able to shift an image right, left, up and down while editing. I don't recall how to do so.
...Now to wrap my head around 'slices'. I've just skimmed the documentation so far.
Yep...I'm that Byakk0...Been a while my friends.
Yes, how you shift sprites has changed. I think you used to hold capslock! The new way is to select the Scroll tool (S) and press arrows/drag the mouse.
In nightlies since a few days ago you can also scroll all frames at once with the resize spriteset menu.
In nightlies since a few days ago you can also scroll all frames at once with the resize spriteset menu.
Last edited by TMC on Sat Dec 28, 2019 3:57 am, edited 1 time in total.