OHRRPGCE feature requests/suggestions

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Andrusi
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Post by Andrusi »

TMC wrote:
Andrusi wrote:I sometimes see a similar effect trying to navigate menus in GAME.
You definitely should not see that problem anywhere in the menus in Game or Custom! Keyrepeat doesn't start until a key is held for 500ms, which is more than long enough to prevent it. However people often script menus in a way that suffers that problem (use "keypress", not "key is pressed".) Is there some specific place you saw it?
I actually can't find anywhere this happens now. It might be that I was thinking of something else in CUSTOM, or an older build, or something.
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Hedera Helix
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Post by Hedera Helix »

Could there be an option added so that, for a given item, only n numbers of it can be in the inventory at a time? ie: so you can only have one stack of 99, or one stack of 9 (a la The 7th Saga), or two and a half stacks of 99, and so forth?
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Post by kylekrack »

I feel like I'll get flack for asking this, but is there any plan to have the option to lift the 16-color limitation on sprite palettes? Is that even a possibility? Backdrops can be in 8-bit color, but they aren't very organized. Now that we can resize sprites arbitrarily, the color limitation conflicts with making large non-backdrop sprites (if not only because larger sprites tend to use more colors).

As an example, I wanted to import the Katja's Abyss title as a sprite with frames of animation, to give it some more flair. However, it had too many colors and I had to import it as a backdrop. I still could have made more frames and uploaded them as sequential backdrops, but that gets pretty messy pretty quickly, as I learned in Digital Soul Data. The special attack animation in that game is a cycle of I think 24 backdrop sprites. It gets pretty hard to navigate the backdrop editor at that point.

I'm not saying the 16-palette constraint should be done away with. It's one of the most unique things about the ohr. But being able to turn it off on a per-spriteset basis would be another rocket leap into new heights for the engine.
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Andrusi
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Post by Andrusi »

kylekrack wrote:I feel like I'll get flack for asking this, but is there any plan to have the option to lift the 16-color limitation on sprite palettes? Is that even a possibility? Backdrops can be in 8-bit color, but they aren't very organized. Now that we can resize sprites arbitrarily, the color limitation conflicts with making large non-backdrop sprites (if not only because larger sprites tend to use more colors).

As an example, I wanted to import the Katja's Abyss title as a sprite with frames of animation, to give it some more flair. However, it had too many colors and I had to import it as a backdrop. I still could have made more frames and uploaded them as sequential backdrops, but that gets pretty messy pretty quickly, as I learned in Digital Soul Data. The special attack animation in that game is a cycle of I think 24 backdrop sprites. It gets pretty hard to navigate the backdrop editor at that point.

I'm not saying the 16-palette constraint should be done away with. It's one of the most unique things about the ohr. But being able to turn it off on a per-spriteset basis would be another rocket leap into new heights for the engine.
One possible workaround for this would be to layer multiple sprites that have different palettes, getting you an extra 15 colors for every layer. If you need a bajillion colors that could get impractical and/or annoying, but 30 or 45 seems like it would be pretty doable.
Sanity still not included after like 20 years. When will the manufacturers of Andrusi get with the times?
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Bob the Hamster
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Post by Bob the Hamster »

Oh! I meant to comment on this, and got distracted.

Yes! We definitely do want to support larger palettes than 16 colors.

Adding more colors will be optional, people won't have to use it if they don't want to.

Any image with 17 or more colors in its palette becomes 8 bit instead of 4 bit, but that doesn't mean you'll always have to see a whole 256 colors in the sprite editors. I think we can figure out a way to make the sprite editors only show you the part of the pallete you actually want to use.
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Post by TMC »

I expect and intend Icecream to lift the 16-colour limitation. Two further things I think we should add:

-Backdrops with more than one frame, for animations
-Drawing sprites using the master palette directly without an intermediate (16/limited-color) palette. Palette -1 means the default palette, so I guess palette -2 would have to mean master palette. You could still switch palette to an intermediate one.
Hedera Helix wrote:Could there be an option added so that, for a given item, only n numbers of it can be in the inventory at a time? ie: so you can only have one stack of 99, or one stack of 9 (a la The 7th Saga), or two and a half stacks of 99, and so forth?
I've seen quite a few requests for limits on item counts (typically you'd want each item type to have its own limit). I can think of three different types of limits:
-limit the number of stacks you can have of an item
-limit the stack size of an item (which you can combine with limited inventory space). Already implemented.
-limit the total number you can have of an item

There are reasons for preferring any of these, so I'm thinking that we should just implement all three. Then you can even use them in combination, e.g. if you want to let the player have one and a half stacks, or three stacks of up to 9 bombs each.
Last edited by TMC on Sun May 23, 2021 1:55 pm, edited 1 time in total.
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Re: OHRRPGCE feature requests/suggestions

Post by Ravancloak »

Script command to change sound effect volume, like the built in menu item. See the set/get music volume scripts. I looked through source code and it looks like it's almost there if not there. I keep getting disappointed it's not a thing :gonk:

(edit: worth mentioning... I could really use this for the summer slam)
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