Hype Up Your Game Thread
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- Blue Train
- Metal Slime
- Posts: 350
- Joined: Tue Oct 23, 2007 11:38 pm
How did you get a image in a menu? ive been trying to figure this out for awhile now.
Blip.
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It's source code edits, not menu trickery.
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- Bob the Hamster
- Lord of the Slimes
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- Location: Hamster Republic (Ontario Enclave)
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i'm a cheater. honestly, all i did with the status screen is get rid of the big centerfuz. Then added some strings manually(well, a lot of the stuff in the menu screen uses stats and stat values, which are then edited by a plotscript in a loop). the hero sprite was just copied code from the save screen(which i'll probably end up modifying some time soon).
the inventory change(that isn't shown yet; since i haven't finished it) is just getting rid of a lot of windows and moving it over. the main problem i have with it is i need to make it show the current item count on the equipped weapon(just didn't get around to it yet).
i need to make sure the weapons add to your MP(AMMO) and that current ammo for the weapons is based on item count of whatever is equipped... actually, ammo in general is the next thing i need to work on. i've been putting it off a lot.
then the inventory menu was just shrunken down a lot, and the max inventory was changed to 30. i might even be changing it to 20 and getting rid of the TRASH feature. i don't know, maybe i'll come up with a bunch of different silly items. there's only about 15 actually designed, so i guess i'll be finding a way to integrate these extra 15 item slots into the level designs...
the other change i need to work on is obstruction. i might actually not need to change it, and instead redo the code for bullet firing. bullet firing currently relies on npcx and npcy of bullets and enemies being equal, but even that is faulty if the two npcs are going in opposing directions(they can go through if timed perfectly). maybe i'll just rely on pixelx/y and hope the increased precision helps.
i ALSO need to edit the chase ai to not be so damned stupid it'll have to become somewhat sensible. oh boy, can't wait to start that one. :|
there's more i'm sure... i just was going through the list.
the inventory change(that isn't shown yet; since i haven't finished it) is just getting rid of a lot of windows and moving it over. the main problem i have with it is i need to make it show the current item count on the equipped weapon(just didn't get around to it yet).
i need to make sure the weapons add to your MP(AMMO) and that current ammo for the weapons is based on item count of whatever is equipped... actually, ammo in general is the next thing i need to work on. i've been putting it off a lot.
then the inventory menu was just shrunken down a lot, and the max inventory was changed to 30. i might even be changing it to 20 and getting rid of the TRASH feature. i don't know, maybe i'll come up with a bunch of different silly items. there's only about 15 actually designed, so i guess i'll be finding a way to integrate these extra 15 item slots into the level designs...
the other change i need to work on is obstruction. i might actually not need to change it, and instead redo the code for bullet firing. bullet firing currently relies on npcx and npcy of bullets and enemies being equal, but even that is faulty if the two npcs are going in opposing directions(they can go through if timed perfectly). maybe i'll just rely on pixelx/y and hope the increased precision helps.
i ALSO need to edit the chase ai to not be so damned stupid it'll have to become somewhat sensible. oh boy, can't wait to start that one. :|
there's more i'm sure... i just was going through the list.
Last edited by misterj on Sun Sep 07, 2008 8:07 am, edited 1 time in total.
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- Pepsi Ranger
- Liquid Metal Slime
- Posts: 1457
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- Location: South Florida
- Bob the Hamster
- Lord of the Slimes
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- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
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Ammo is something I want to have well supported in the standard engine, so if you come up with anything particularly cool here, I will integrate it back into the wip trunk. I think our Ammo support is already petty decent, but you are right, the display of ammo is lacking.misterj wrote:i'm a cheater. honestly, all i did with the status screen is get rid of the big centerfuz. Then added some strings manually(well, a lot of the stuff in the menu screen uses stats and stat values, which are then edited by a plotscript in a loop). the hero sprite was just copied code from the save screen(which i'll probably end up modifying some time soon).
the inventory change(that isn't shown yet; since i haven't finished it) is just getting rid of a lot of windows and moving it over. the main problem i have with it is i need to make it show the current item count on the equipped weapon(just didn't get around to it yet).
i need to make sure the weapons add to your MP(AMMO) and that current ammo for the weapons is based on item count of whatever is equipped... actually, ammo in general is the next thing i need to work on. i've been putting it off a lot.
I could probably get reduced inventory size into the wip trunk pretty quickly.misterj wrote:then the inventory menu was just shrunken down a lot, and the max inventory was changed to 30. i might even be changing it to 20 and getting rid of the TRASH feature. i don't know, maybe i'll come up with a bunch of different silly items. there's only about 15 actually designed, so i guess i'll be finding a way to integrate these extra 15 item slots into the level designs...
I never thought about making the trash optional.
I suggest checking both the current location and the location where the npc just was.misterj wrote:the other change i need to work on is obstruction. i might actually not need to change it, and instead redo the code for bullet firing. bullet firing currently relies on npcx and npcy of bullets and enemies being equal, but even that is faulty if the two npcs are going in opposing directions(they can go through if timed perfectly). maybe i'll just rely on pixelx/y and hope the increased precision helps.
A* pathfinding would be beautiful. Someday, someday :)misterj wrote:i ALSO need to edit the chase ai to not be so damned stupid it'll have to become somewhat sensible. oh boy, can't wait to start that one. :|
- Fenrir-Lunaris
- Metal Slime
- Posts: 768
- Joined: Mon Oct 15, 2007 10:45 pm
- Location: OHR Depot
Cross-posted from CP
Update time! Vikings has been updated to the latest Xocolotl nightly!
Somewhere, hidden in the game are "destroyed worlds", representations of other games that the forces of darkness have already erased from existence. Here's part of one of them, the last bits of tangible ground being devoured by... ...something. Where have I seen these things before? Hmm.
A battle with some unusual enemies in the destroyed world. Are those "shape" men?
I felt it was also appropriate at some point to show the OHRRPGCE can pull off "realistic" graphics too, provided the palette is expansive enough to cover them. Fortunately, having a shot of the blue marble was great to test this, and better yet is public domain. I'm not sure if it meshes well with the rest of the game's cartoony graphics, but it's a change of pace and fitting for the scene (you are after all, definitely not on Midgard anymore). These extra scenes also have a lot of tongue-in-cheek humor to them. Notice the spaceship at the top?
At some point, your ability to teleport from location to location is SIGNIFICANTLY upgraded. This is one of the game's secrets that isn't fully revealed how to do it, but hopefully you've been checking your inventory as the story progresses?
Borders! Who doesn't like borders?
Somewhere, hidden in the game are "destroyed worlds", representations of other games that the forces of darkness have already erased from existence. Here's part of one of them, the last bits of tangible ground being devoured by... ...something. Where have I seen these things before? Hmm.
A battle with some unusual enemies in the destroyed world. Are those "shape" men?
I felt it was also appropriate at some point to show the OHRRPGCE can pull off "realistic" graphics too, provided the palette is expansive enough to cover them. Fortunately, having a shot of the blue marble was great to test this, and better yet is public domain. I'm not sure if it meshes well with the rest of the game's cartoony graphics, but it's a change of pace and fitting for the scene (you are after all, definitely not on Midgard anymore). These extra scenes also have a lot of tongue-in-cheek humor to them. Notice the spaceship at the top?
At some point, your ability to teleport from location to location is SIGNIFICANTLY upgraded. This is one of the game's secrets that isn't fully revealed how to do it, but hopefully you've been checking your inventory as the story progresses?
Borders! Who doesn't like borders?
re fen:
i don't see a monolith there, and you need to make sure also sprach zarathustra plays somewhere!
re ohr updates:
haha, the portrait update. go figure.
i really like the box borders update but it's really messy for some menus.... for example the inventory's item descriptions have borders bleeding out of it. the other problem is now box borders can be pretty and text can only be simple. or is something else coming? dun dun dunnnnnnnn.
re pepsi:
bigger
re james:
the max ammo is probably going to be based on a global variable for each weapon, and the current amount of ammo will be the count of said item. if there was ammunition implemented you could maybe set it up so that the attacks consume an item besides itself, and if it does not have that item, it does not work. other than that i felt completely lost by your explanation!
inventory size has been reduced already by me(to 30 items). i already resized the window to about half size and all movement works fine.
i'll see what i can do about the collisions. the most annoying problem for me right now is that changing walk speeds in the middle of a walk will cause npcs to freeze up. maybe i should use waitforall instead of waitfornpc. of course, i need to just make it so that bullets count as blocked paths for enemy sight reading. you might see a bullet coming but if you do you probably have basically 0 time to react!
and yeah, A* pathfinding would be great. maybe i'll hackishly do it... somehow. i wasn't even really planning on doing any sort of complicated changes, either. just different cosmetic ones for my own pleasure.
i don't see a monolith there, and you need to make sure also sprach zarathustra plays somewhere!
re ohr updates:
haha, the portrait update. go figure.
i really like the box borders update but it's really messy for some menus.... for example the inventory's item descriptions have borders bleeding out of it. the other problem is now box borders can be pretty and text can only be simple. or is something else coming? dun dun dunnnnnnnn.
re pepsi:
bigger
re james:
the max ammo is probably going to be based on a global variable for each weapon, and the current amount of ammo will be the count of said item. if there was ammunition implemented you could maybe set it up so that the attacks consume an item besides itself, and if it does not have that item, it does not work. other than that i felt completely lost by your explanation!
inventory size has been reduced already by me(to 30 items). i already resized the window to about half size and all movement works fine.
i'll see what i can do about the collisions. the most annoying problem for me right now is that changing walk speeds in the middle of a walk will cause npcs to freeze up. maybe i should use waitforall instead of waitfornpc. of course, i need to just make it so that bullets count as blocked paths for enemy sight reading. you might see a bullet coming but if you do you probably have basically 0 time to react!
and yeah, A* pathfinding would be great. maybe i'll hackishly do it... somehow. i wasn't even really planning on doing any sort of complicated changes, either. just different cosmetic ones for my own pleasure.
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- Bob the Hamster
- Lord of the Slimes
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- Joined: Tue Oct 16, 2007 2:34 pm
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Fixed. Thanks for mentioning it. If you spot any other crufty borders, let me know.misterj wrote: i really like the box borders update but it's really messy for some menus.... for example the inventory's item descriptions have borders bleeding out of it.
That should already be possible. Just go into the "Costs" menu in the attack editor, and you can set the item to consume. You will also need to enable a bitset to make sure that costs are checked when the item is used as a normal attack (as opposed to using it from a spell menu)misterj wrote:re james:
the max ammo is probably going to be based on a global variable for each weapon, and the current amount of ammo will be the count of said item. if there was ammunition implemented you could maybe set it up so that the attacks consume an item besides itself, and if it does not have that item, it does not work. other than that i felt completely lost by your explanation!
waitforall will not solve the problem of NPC's locking up if you change speed in the middle of a step. Try waiting until <a href="http://hamsterrepublic.com/ohrrpgce/doc ... lking">NPC is walking</a> returns false before you change the NPC's speed.misterj wrote:i'll see what i can do about the collisions. the most annoying problem for me right now is that changing walk speeds in the middle of a walk will cause npcs to freeze up. maybe i should use waitforall instead of waitfornpc. of course, i need to just make it so that bullets count as blocked paths for enemy sight reading. you might see a bullet coming but if you do you probably have basically 0 time to react!
just saw the change in subversion! it's actually what led me to come here and see if you responded. you did.
i'm not using the default battle engine, i was just suggesting that for ammunition on items in general.
i'm pretty sure the code is already checking that. i just need to fix the bullets cutting off sight to alleviate that problem.
i'm not using the default battle engine, i was just suggesting that for ammunition on items in general.
i'm pretty sure the code is already checking that. i just need to fix the bullets cutting off sight to alleviate that problem.
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- Only One In All
- Metal Slime
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- Newbie Newtype
- Reigning Smash Champion
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- Twinconclusive
- Liquid Metal Slime
- Posts: 976
- Joined: Mon Oct 15, 2007 6:45 pm
- Location: Tabletop
Buelle!
Why this?
Virus outbreak on notebook, able to back up game files.
Scared that the virus slid into the back up batch.
Will try to restore previous projects once fear subsides.
What is this?
Buelle!
Essentially, I'll be tweaking out my Fyre Emblem/ Dange Dance Armageddon ideas and hopefully making something nicer.
I'm thinking about a turn-based combat system where combos are akin to an Arcade-Fighter, except that I'll be replacing the button-mashing with menu-boxes that let you take as much time as you want to make the next move.
Will this be better?
I honestly have no idea, but it seems like it'd be worth a try.
Will it be fun?
Oh god, I hope so.
Last edited by Twinconclusive on Tue Mar 03, 2009 1:44 pm, edited 2 times in total.
♪♪♪ Du du duuuu ♪♪♪