Does anyone make a shiny buck on any of their OHR games?

Talk about things that are not making games here. But you should also make games!

Moderators: Bob the Hamster, marionline, SDHawk

Selling your OHR made RPG for profit?

Totally!
1
14%
Nope, I just enjoy creating games.
4
57%
Never took time to think about it actually...
1
14%
Thinking about it, but not sure.
1
14%
I don't even know where to start...
0
No votes
 
Total votes: 7

Chronoboy
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Post by Chronoboy »

thespazztikone wrote:If I ever get to work on it, I had intended my Mechanix: Biowar game to be a commercial game. It would require a considerable amount of time to complete, but I hope that it if it does get done, it would be able to give out as commercial stuff, (linking my game with the OHR community, of course.) As a matter of fact, I've got a few of my buddies trying to work with the engine, but they're all asking me how to work it. Some don't have internet, so they're kinda lost there... I'm trying to get it out there the best I can.
Offline documentation would be a nice idea, something like an OHR Book, jammed packed with the OHR dev essentials, like how to make specific attacks like a healing attack(most newbies may be stumped here). The F1 key only says enough, but isn't a full fledged tutorial.

The book should be-able to be downloaded for offline reading, in HTML format, or PDF format, depending on the user's preference.

Essentially the book would rather the top HOW TO information from the Wiki essential for any game development project.

On this topic, James or TMC, what about adding attack recipes to CUSTOM.EXE, it would be a simple list of templates for attacks. Some are bundled with CUSTOM in the form of an editable external TEXT file, this way users can create templates for most common attack types, and merely edit the attack to suit their needs. Something like a copy command for attacks(like how we can copy maps for a template). :)
TMC
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Post by TMC »

I think it would be great if the HOWTO and other wiki materials were packaged with the engine.

I think the attack and enemy editors badly need some 'template' features, such as marking one enemy as a variant as another and just making some modifications (and changes to the original would continue to be reflected to the variant). I had a conversation with mcw/mrj/wiz recently about some much more sophisticated template features than that (basically multiple inheritance), which I think I'll go with instead (if only I could remember the details!) But first those editors and file formats need replacing.
Last edited by TMC on Fri Dec 02, 2011 9:59 pm, edited 1 time in total.
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The Wobbler
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Post by The Wobbler »

TMC wrote:I think the attack and enemy editors badly need some 'template' features, such as marking one enemy as a variant as another and just making some modifications (and changes to the original would continue to be reflected to the variant).
I'd be super happy just to be able to copy and paste all of an enemy/attack's data from one slot to another.
TMC
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Joined: Sun Apr 10, 2011 9:19 am

Post by TMC »

That too.

That'll become standard on all editors which are replaced with 'editedit' editors (most of them). Unfortunately editedit isn't ready yet, but we've been reluctant to code anything that will thrown out "soon". This is a really crippling attitude because editedit has been "soon" for over a year -- bullets need to be bitten.
Last edited by TMC on Sun Dec 04, 2011 2:26 am, edited 1 time in total.
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