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The Wobbler
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HamsterSpeak #25 Online

Post by The Wobbler »

http://superwalrusland.com/ohr/issue25/cover.html

25 issues are now complete. Reviews of four new games (counting an update to Timpoline), articles on making your walking dudes cooler, the continuing adventures of the interdimensional pig-man, and more!

Since we got ALMOST NONE last time, I and the writers would appreciate any feedback you've got.
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Post by Mogri »

The Timpoline icon is simultaneously horrifying and fantastic.
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Post by The Wobbler »

You should consider distributing it with the game as its default icon.
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Post by Fenrir-Lunaris »

Screw the PMs and Emailing, I'm discussing the Sidescroller article right here, right now.

Firstly, I'd like to say that this has been an AMAZING series of articles, firstly for explaining in detail what you can do with the OHR's scripting now, and secondly for explaining it in (simple) to understand terms. I'm a scripting idiot (relatively speaking), and yet with what limited knowledge I've had, I've managed to cobble together a workable Zelda/Secret of Mana style game using some of the SS article script as a base. That's right, a Secret of Mana style game. Glitchy as it may be, I think I might be able to work with it for now. But enough of that, and more on the article.

The most important ones dealt with the HUD and lifebars, and even somewhat with enemy collision. That's extremely helpful, and arguably without either you HAVE no sidescroller. Or Zelda/SoM hybrid. What I'd be interested in seeing is a section detailing projectiles. From a developer's standpoint this would either make or break a game of this type, and frankly intelligent boss design or small touches like scolling from one screen to another should wait until a future article.

That's my opinion. Great job so far, and keep up the great work.
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Post by Twinconclusive »

Do reviews from Hamsterspeak eventually get tacked onto games here?

Also, aiming for a Hamsterspeak-exclusive game demo release this month. :angel:
♪♪♪ Du du duuuu ♪♪♪
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Post by Mogri »

:D

I'm pretty amazed that you turned them into a Zelda engine, though I guess the only difference is that the Zelda game has no gravity and has up/down movement instead.

I think SS101 has had a great run. I've been wondering for the past few months when to end it, and I haven't come to a conclusion yet. I think I'm still going to do a lighter article next month -- I could use the break -- but I'll definitely consider projectiles as the next full-length article.

I really appreciate the feedback. :)
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Post by Fenrir-Lunaris »

Ha ha, well, you should recognize some of this then!


This script is called on a key press to make a sword appear, AND if it's right on top of an enemy, it'll run a script as per that enemy.

Code: Select all

script,battle,begin
 variable(x,y,d)
 if (key is pressed (key:z)) then,begin
      suspend player
      x:=hero X(me)
      y:=hero Y(me)
      d:=hero direction(me)
    
      # adjust the position depending on direction. We want the sword to
      # appear one space in front of the hero
      if (d==north) then(decrement(y))
      if (d==south) then(increment(y))
      if (d==west)  then(decrement(x))
      if (d==east)  then(increment(x))
  	play sound (sfx:Slash8Bit,false,true)
	create NPC (1,x,y,d)
	wait (1)
	set NPC frame (1,0)
	wait (1)
        set NPC frame (1,1)

	resume player
          if ( ( (NPC X (1)) == (NPC X (10)) ) and ( (NPC Y (1)) == (NPC Y (10)) ) ) then, begin
            FOE10
          end
#Repeat this sequence changing NPC 10 and FOE10 scripts 
#per enemy, but don't go overboard with how many foes
#are displayed on screen at once
	wait (1)
        destroy NPC (1)
	end
end
This script is a map autorun. It does several things. Firstly it checks the hero's life (Kyle) and adjusts a graphic and NPC/s representing the HUD. Then it removes an item that is used to count as an invincibility timer. Lastly, it changes the rather primitive enemy NPC AI.

Code: Select all

script,lifebar,begin
 while (checktag (1) == off) do (
 KYLEHP := get hero stat(hero:Kyle,stat:HP,current stat)

 show value (KYLEHP)

 wait (1)

 if (KYLEHP >= (50)) then (  Alter NPC (0,NPCstat:picture,32),Alter NPC (9,NPCstat:picture,35))
 if &#40;KYLEHP <= &#40;49&#41;&#41; then &#40;  Alter NPC &#40;0,NPCstat&#58;picture,33&#41;,Alter NPC &#40;9,NPCstat&#58;picture,36&#41;&#41;
 if &#40;KYLEHP <= &#40;25&#41;&#41; then &#40;  Alter NPC &#40;0,NPCstat&#58;picture,34&#41;,Alter NPC &#40;9,NPCstat&#58;picture,37&#41;&#41;
 if &#40;get hero stat &#40;me,stat&#58;MP,current stat&#41; == &#40;3&#41;&#41; then &#40;  Set NPC direction &#40;0,up&#41;&#41;
 if &#40;get hero stat &#40;me,stat&#58;MP,current stat&#41; == &#40;2&#41;&#41; then &#40;  Set NPC direction &#40;0,right&#41;&#41;
 if &#40;get hero stat &#40;me,stat&#58;MP,current stat&#41; == &#40;1&#41;&#41; then &#40;  Set NPC direction &#40;0,down&#41;&#41;
 if &#40;get hero stat &#40;me,stat&#58;MP,current stat&#41; == &#40;0&#41;&#41; then &#40;  Set NPC direction &#40;0,left&#41;&#41;
 if &#40;KYLEHP <= &#40;0&#41;&#41; then &#40;  death &#41;
 wait &#40;1&#41;
 delete item &#40;item&#58;TIMER,1&#41;

    if   &#40;&#40;NPC Y &#40;10&#41; == Hero Y &#40;me&#41;&#41; or &#40;NPC X &#40;10&#41; == Hero X &#40;me&#41;&#41;&#41; then, begin
	Alter NPC &#40;10,NPCstat&#58;move type,NPCmovetype&#58;chaseyou&#41;
    end, else, begin
	Alter NPC &#40;10,NPCstat&#58;move type,NPCmovetype&#58;wander&#41;
    end 
 wait &#40;1&#41;
 &#41;
end
This script is called from within the keypress script when your sword hits a foe. It makes the NPC turn into an explosion, then animate in a puff of smoke/blood/goo. Also, it's used to specify rewards, if any.

Code: Select all

script,foe10,begin
  play sound &#40;sfx&#58;SmallExplosion8Bit,false,true&#41;
  Alter NPC &#40;10,NPCstat&#58;move type,NPCmovetype&#58;standstill&#41;
  Alter NPC &#40;10,NPCstat&#58;picture,4&#41;
  Alter NPC &#40;10,NPCstat&#58;palette,22&#41;
  set NPC direction &#40;10,up&#41;
  wait &#40;1&#41;
  set NPC direction &#40;10,right&#41;
  wait &#40;1&#41;
  set NPC direction &#40;10,down&#41;
  wait &#40;1&#41;
  set NPC direction &#40;10,left&#41;
  wait &#40;1&#41;
  destroy NPC &#40;10&#41;
  get money &#40;1&#41;
 #Yes, you want to get something from killing enemies
 #money is a good example, but it could be experience.
 #You might even choose to have it randomly drop stuff.
end
This script is run by enemies when they TOUCH you, so it's a touch-based NPC activated script. Firstly it checks if an item-conditional tag is on before proceeding, otherwise it does nothing. THEN, it sees if the hero can avoid the attack at all, depending on their Evade stat, otherwise nothing happens. THEN if the hero can't dodge the attack, it adds a specified number of those invincibility items as determined by another of the hero's stats (so you could equip an item that improves your 'shock resistance'). Finally it damages the hero, taking into account that their defense will lower the damage they take. Awesome stuff here.

Code: Select all

script,attacked,begin
  suspend npcs
   if &#40;checktag &#40;tag&#58;INVINCIBLE&#41; == off &#41; then &#40;&#40;
 if &#40;get hero stat &#40;hero&#58;Kyle,stat&#58;Evade,current stat&#41; <= random &#40;1,20&#41;&#41; then
 play sound &#40;sfx&#58;Slash8Bit,false,true&#41;
  get item &#40;item&#58;TIMER,get hero stat &#40;hero&#58;Kyle,stat&#58;Dodge,current stat&#41;&#41;
  set hero stat &#40;hero&#58;Kyle,stat&#58;HP,&#40;&#40;get hero stat &#40;hero&#58;Kyle,stat&#58;HP,current stat&#41;&#41; -- &#40;20 -- &#40;get hero stat &#40;hero&#58;Kyle,stat&#58;Defense,current stat&#41;&#41;&#41;&#41;,current stat&#41;
  wait &#40;1&#41;&#41;&#41;
  else &#40;play sound &#40;sfx&#58;Soft_Airy_Swish,false,true&#41;&#41;
  resume npcs
end
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Post by Spoonweaver »

You know, my somekindaninja game is a zelda clone too. It's also completely open source, so feel free to look over what I did. Figure thats easier then coping it here and explaining it.

The main thing I'd like to point out is the sword swinging. instead of thrusting.
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Post by The Wobbler »

Twinconclusive wrote:Do reviews from Hamsterspeak eventually get tacked onto games here?
You can repost your HamsterSpeak reviews as reviews here once the issue they're in is up.
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Post by JSH357 »

JSH's comments for this issue:

All of the reviews this issue were great and fun to read. Keep up the good work, everyone.

The retrospective made me weep for my lost childhood.

This was the best Monsterology feature yet, even if the art wasn't as consistent with the past Monsterologies.
My website, the home of Motrya:
http://www.jshgaming.com
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Post by Fenrir-Lunaris »

JSH357 wrote:This was the best Monsterology feature yet, even if the art wasn't as consistent with the past Monsterologies.
This was somewhat the point. Every illustration was done with my NON-PRIMARY hand. The exceptions being every instance where Joe shows up, and the last panel which is somewhat of a continuation of a theme from the prior Monsterology. Like how it went from being scribble-inkpen to crayon, this next issue will (hopefully) be full color, detailed 'cinematic' sequences.
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Post by Lucier »

Surlaw,

would you be interested in having me document the making of some graphics in Genesis for Hamsterspeak? like, i have a pretty large town coming up that i will be starting on soon. i could take screenshots throughout the process and write up a little article explaining what was going through my head during the process, etc etc. what do you think?
:D!!!
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Post by The Wobbler »

Lucier wrote:Surlaw,

would you be interested in having me document the making of some graphics in Genesis for Hamsterspeak? like, i have a pretty large town coming up that i will be starting on soon. i could take screenshots throughout the process and write up a little article explaining what was going through my head during the process, etc etc. what do you think?
That sounds pretty interesting to me, I'd like to see it.
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Post by Uncommon »

JSH357 wrote:This was the best Monsterology feature yet, even if the art wasn't as consistent with the past Monsterologies.
Especially with the way the story was going, I actually had a couple moments where I was sure if Fenrir or Surlaw had done the art. Pikachu and Friend Amy both had elements of Surlaw's style, only crappified.
The versatility displayed in this shows you can handle yourself in multiple styles, Fen. Kudos. Monsterology is always my favorite feature.

Also, though Wiz's accent in the narration wasn't real consistent, the video was still hilarious. Can't wait to see more.
Last edited by Uncommon on Mon Apr 13, 2009 4:15 am, edited 1 time in total.
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