The goal of Pixel-Walker is to provide a script framework to replace default grid-based movement with 8-directional, pixel-based movement. It includes as many features of the OHR as possible, such as NPC activation types, NPC movement behaviors, pushable NPCs, etc. Some restrictions are beyond what I am willing to make up for, like A* pathfinding or NPC movement zones. Barring that, Pixel-Walker's limitations should be as unobtrusive as possible.
So how can you help?
First, download the scripts here: https://www.slimesalad.com/forum/viewgame.php?p=130697
From that point, there are a few things I'd like to know. Bear in mind these aren't finished, so things like caterpillar mode and foemaps are planned but not implemented. That being said, there's plenty for me to have overlooked.
As for evaluating how well the scripts work:
- - Are the physics functional to the quality that you expect from a game?
- Does NPC activation behave as expected for use, stepon, and touch NPCs?
- What features that you use in the OHR aren't possible in Pixel-Walker?
Additionally, I need feedback for importing the scripts included with Pixel-Walker in other .rpg files:
- - Was including the scripts straightforward; were you able to get the player moving without significant trouble?
- Do you understand the main game loop script present in main.hss? What is unclear or unspecified?
- Which customizable constants seem most/least useful to you? Which are confusing/poorly named?
- What customizable elements are missing?
- How readable are the scripts in general? Do you feel confident you could make desired adjustments to fit your game without serious emotional trauma?
In short, I'm making these scripts for other people to use. I really don't want them to be an absolute pain to use, because that defeats the purpose. It's hard for me to know what's unintuitive or annoying, though, since I've spent so much time with it. I need extra sets of eyes to help me prioritize, not to mention find bugs.
Ps. I love my wife