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Castle Paradox Forum Index
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  Topic: Battles in newest nightly version broken?
Bobert-Rob

Replies: 3
Views: 4874

PostForum: HELP!   Posted: Thu Nov 25, 2010 9:21 pm   Subject: Battles in newest nightly version broken?
'Morninglies' would be a bit weird, though, so nightlies still works. Big grin
  Topic: Battles in newest nightly version broken?
Bobert-Rob

Replies: 3
Views: 4874

PostForum: HELP!   Posted: Wed Nov 24, 2010 2:51 pm   Subject: Battles in newest nightly version broken?
Uh, so I downloaded the newest nightly and the battles seem to be broken. As in, it fades to white and hangs indefinitely. I tried some of the other backends to see if it that would fix it, but it h ...
  Topic: Way to make certain shop stats default?
Bobert-Rob

Replies: 5
Views: 5315

PostForum: HELP!   Posted: Mon Nov 22, 2010 9:42 pm   Subject: Way to make certain shop stats default?
True, for some reason it didn't even occur to me to write the menu options dynamically in the script itself. As long as the menu can have 124 items (the max I set up for an individual inventory), the ...
  Topic: Targetting the first hero always
Bobert-Rob

Replies: 6
Views: 4986

PostForum: HELP!   Posted: Wed Nov 17, 2010 3:35 am   Subject: Targetting the first hero always
Okay, so I'm using the Counter stat for a targeting system (the only stat I could think of that'd actually be worth using in a battle). Basically, every hero starts with 0 Target, but if they use a L ...
  Topic: Guests in Party?
Bobert-Rob

Replies: 1
Views: 2906

PostForum: HELP!   Posted: Fri Oct 15, 2010 5:16 pm   Subject: Guests in Party?
Well, you could always set up an enemy that acts as an ally, described here http://rpg.hamsterrepublic.com/ohrrpgce/Can_you_make_heroes_appear_during_a_battle%3F. Then you'd have to make copies of ea ...
  Topic: Way to make certain shop stats default?
Bobert-Rob

Replies: 5
Views: 5315

PostForum: HELP!   Posted: Fri Oct 15, 2010 5:01 pm   Subject: Way to make certain shop stats default?
Alright, so I'm messing around with having multiple inventories. Thankfully, all that is working already.

What I'm working on right now is an item exchange system, where you can exchange items bet ...
  Topic: A few suggestions, a bug of sorts, and other thoughts
Bobert-Rob

Replies: 1
Views: 3338

PostForum: HELP!   Posted: Sat Jul 31, 2010 5:43 pm   Subject: A few suggestions, a bug of sorts, and other thoughts
So I've got a little list, I guess, for some suggestions involving the OHRRPGCE. Figured I'd throw some out there and see what you guys think of it.

First of all, I love being able to export graph ...
  Topic: Using a slice to show what item you get from an NPC?
Bobert-Rob

Replies: 5
Views: 5671

PostForum: HELP!   Posted: Sat Jul 17, 2010 7:30 pm   Subject: Using a slice to show what item you get from an NPC?
Ah, so I'd just throw the item number in the script argument. A little more work than I figured, but all in all, the quickest solution available. And it works! So yay!
  Topic: Using a slice to show what item you get from an NPC?
Bobert-Rob

Replies: 5
Views: 5671

PostForum: HELP!   Posted: Fri Jul 16, 2010 11:05 pm   Subject: Using a slice to show what item you get from an NPC?
Alright, so I'm figuring out this slice stuff... slowly. I see you can use text with them? Like showing text.

See, what I'm thinking is... there are a lot of spots in my game where you'll get an ...
  Topic: Using Wait() in an autorun-script
Bobert-Rob

Replies: 5
Views: 5184

PostForum: HELP!   Posted: Fri Jun 25, 2010 10:34 am   Subject: Using Wait() in an autorun-script
Hm, well, I suppose it could be in the onkeypress script. Though the wait() is only gone through when a certain key is pressed. Like, press Z and it goes through the jump script, which has a few 'wa ...
  Topic: Using Wait() in an autorun-script
Bobert-Rob

Replies: 5
Views: 5184

PostForum: HELP!   Posted: Sun Jun 20, 2010 8:25 pm   Subject: Using Wait() in an autorun-script
So does wait() not work with the autorun script of a map? Because I've been trying to fix a little graphic problem. See, on some maps, the hero's walkabout sprites are replaced with tiny versions. ...
  Topic: Targetting the NPC that calls the script
Bobert-Rob

Replies: 3
Views: 8123

PostForum: HELP!   Posted: Thu Jun 17, 2010 7:19 pm   Subject: Targetting the NPC that calls the script
Hey, that actually works! Glad it actually turned out to be pretty simple. I'll have to keep this in mind, thanks!
  Topic: Targetting the NPC that calls the script
Bobert-Rob

Replies: 3
Views: 8123

PostForum: HELP!   Posted: Tue Jun 15, 2010 5:54 pm   Subject: Targetting the NPC that calls the script
Okay, a new question. Lets say I have enemies (NPCs) on the map and they cause a fight to happen when you talk to them. They're in the way, you have to fight them. Well, once the battle is won, a s ...
  Topic: Portrait plotscript question
Bobert-Rob

Replies: 9
Views: 9554

PostForum: HELP!   Posted: Tue Jun 15, 2010 1:08 am   Subject: Portrait plotscript question
Well, only one or two were even released. MLAAP was sort of released, even though only a few people played it due to its insane size. Kevin Chronicles was the 'only' game I'm referring to, although ...
  Topic: Portrait plotscript question
Bobert-Rob

Replies: 9
Views: 9554

PostForum: HELP!   Posted: Mon Jun 14, 2010 8:42 pm   Subject: Portrait plotscript question
Doesn't that just copy the default palette used for the sprite? That's what I figured that meant. I mean a way to essentially duplicate the palette over a blank one so I could give each graphic its ...
 
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