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Castle Paradox
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Sun Nov 02, 2003 1:48 am Post subject: |
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One word of advice from me: Do what you want. If you've got a great idea for a sprite and want to do it, do it right then. Don't say "When I finish the maptiles I will", do it right that second. Same with games, if you get an idea for a game you want to make, start making it the instant you get the idea. I kill more projects and ideas by putting them off until I lose interest. |
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madhatter Best procrastinator in all of North America

Joined: 30 Sep 2003 Posts: 322 Location: A boonie town, Ontario, Canada.
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Posted: Sun Nov 02, 2003 11:16 am Post subject: |
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Feel free to PM me about graphics, I'm always willing to help.
By the way, I think your avatar is absolutely awesome. |
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Lost Wanderer The Perpetually Lost One

Joined: 16 Oct 2003 Posts: 10 Location: Somewhere out there...
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Posted: Sat Nov 22, 2003 10:07 pm Post subject: |
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No posts here in awhile... Ah well. Anyway, how to do you make cutscenes? I mean in-engine kinds, where the player doesn't control the action, but characters move on their own, and then you gain control over the characters again. Like, they walk down a street, have a scripted conversation, then the player controls them after that? Or, can you make a sprite's image change while they are standing still, like from a sprite sitting to a sprite standing, for example. I think it'd be cool to have a scene where all the characters were knocked unconscious, with their sprites having closed eyes, to opening their eyes, to standing up. Is there a way to do stuff like that? _________________ "The character sheet is mighter than the sword!" - The Red Mage
"I've seen people drink themselevs to the point where sexual preferance is a thing of the past!" - Ian Walston, dedicated Taru-Taru |
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Sat Nov 22, 2003 11:08 pm Post subject: |
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VERY easy. Wandering Hamster comes with the complete plotscripts, so you might want to check it out. It is all using HamsterSpeak, the OHRRPGCE programming code, so you'll have to learn it.
Basically there are commands to "walk" heroes and such. When changing emotions they are actually altering the Hero's NPC into another one so it looks like it is sad or whatever. I believe it is "set hero picture(x,x,x)" command (fillin the x's with whatever variables go there. I don't remember)
There is a complete plotscripting dictionary on the OHRRPGCE web site. _________________ But enough talk, have at you! |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sun Nov 23, 2003 1:05 pm Post subject: |
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set hero picture (who,picture,type)
Permanently changes a hero's picture. The first argument is the heros position in the party as returned by find hero. The second argument is the index number of the picture to use, and the last argument is a constant inside battle or outside battle, which determines if you are changing the heros battle picture or their walkabout picture. If the last argument is left out, outside battle is assumed.
Oh, and because I'm so analytic (and like correcting people), heroes don't have NPCs, Shadow. NPC is Non-Playable Character. The term you were looking for was picture. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Nov 23, 2003 9:27 pm Post subject: |
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No, you mean 'walkabout set' Unc  _________________ "It is so great it is insanely great." |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Nov 25, 2003 3:39 pm Post subject: my thoughts |
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I'd just like to say that I don't see any great necessity in playing other OHR games. If you have an idea for how you want a game to be, you shouldn't let other pre-existing games sway you. You shouldn't try to add something just because you saw it in another OHR game. Likewise, you shouldn't decide to eliminate something just because you saw it put down in someone else's OHR game. Of course, if you don't have many ideas about what to do, playing other OHR games is a great way to get some. But everything you need to know about the engine to start is on the OHR website in some way shape or form. Most everything else comes more from practice than from seeing someone else's finished (or more likely unfinished) product.
I guess I'm just saying that you should (or at least, I feel people should) make a game for YOURSELF. Not to please the Castle Paradox audience. Not to compete with them (unless you want to). The game should be something YOU enjoy, not what you've seen others enjoying. Unless you want to make a career out of making video games (in which case you need for others to enjoy your games more than you do). But otherwise, your game should be for you. Making video games is an art, and the best art comes when the artist makes something of their own, that they are pleased with, and then somehow others can find pleasure in it as well. At least, that's how I feel. |
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Friend

Joined: 06 Feb 2003 Posts: 235 Location: California
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Posted: Tue Nov 25, 2003 4:45 pm Post subject: |
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Here's my two cents, in addition to playing other commercial games, play OHR games when you get the chance. You play OHR games for the same reason why artists visit museums or why musicians listen to the works of their contemporaries. You don't play other's games with intent to copy something from them, play them with intent to learn something. Sometimes you might learn something new... perhaps it'll let you see through a viewpoint you never consider, or maybe it'll even spark ingenious ideas never heard before; You never know. As a personal note, playing others' games often enable you to see the limitations of the engine. That's one of the things you need to know before you start using it.
Friend, _________________ "I am Collins. From my position in the moon's orbit, I watched Armstrong and Aldrin land and walk on the surface. I was so close to the ground of the moon, and yet I returned without having trod upon it... I am Collins." -Friend |
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Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
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Posted: Tue Nov 25, 2003 4:54 pm Post subject: |
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Yeah, I'd also say to definitely play other people's games. Sometimes even something as subtle as another author's word usage will spark an idea in your mind. Anything can give you ideas. _________________ Locked
OHR Piano |
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Lost Wanderer The Perpetually Lost One

Joined: 16 Oct 2003 Posts: 10 Location: Somewhere out there...
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Posted: Mon Dec 22, 2003 11:54 am Post subject: |
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Boy, it’s been awhile. Anyway, first off, and this is in reply to msw188, I DO want a career in making games, so I should at least TRY to come up with things other people like, so I at least know what not to do (as the case will likely be with the game I am currently working on).
That said, I have played a few OHR games (ARFENHOUSE, FFH, Walthros and Legend of Cale, to be specific). The only one I've actally managed to finish so far is ARFENHOUSE, but I'm working on the others. Currently, in LoC, I'm a little stuck. If someone could point me to a walkthrough, or just explain what to do after you kill the commander in the military base in the south west of the world map, I could continue on there.
Also, I had no idea what Hamsterspeak was. Now I know. Thank you, and if I have any problems I’ll be sure to mention them.
Lastly, my work on my project has gotten a little behind. I wanted to have a sample area done by now, but I haven’t even started one yet. However, I have a vacation that starts tomorrow, so now I’m shooting for the sample to be done by the new year. When it is ready, I’ll mention it here and put it up somewhere for download. It won’t be much, but it will be up soon.
Oh, and I’d just like to thank everyone who has posted here. It’s nice to know where I can find support if I ever need it. _________________ "The character sheet is mighter than the sword!" - The Red Mage
"I've seen people drink themselevs to the point where sexual preferance is a thing of the past!" - Ian Walston, dedicated Taru-Taru |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Mon Dec 22, 2003 12:13 pm Post subject: |
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Go north back to either the hidden resistance base or to the town. Talk to everyone (if applicable). You should get a scene where the party discusses their next plan of action to take down the empire. After that, go due east. Honestly I can't remember crap about LoC1 or 2. Leonardo's been suggesting I put out a re-release with fixed doors and slightly upgraded graphics, though honestly it's not a priority. |
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Lost Wanderer The Perpetually Lost One

Joined: 16 Oct 2003 Posts: 10 Location: Somewhere out there...
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Posted: Wed Dec 31, 2003 12:15 pm Post subject: |
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I have a question about art creation and pallets. Now, when making, lets just say hero walkabout graphics, you can set the pallet, and even customize it. Now, my question is, do you have to use the same pallet for every part of the graphic? Also, how do you change the pallet for one character's graphics without changing the pallet for all the other characters? I know it's possible to give each character their own pallet, but I don't know how. Any enlightenment would be appreciated.
Also, thanks for the help, Fenrir-Lunaris, I didn't think to leave the base. And, FFH is awesome, and I can't wait for FFH-2! _________________ "The character sheet is mighter than the sword!" - The Red Mage
"I've seen people drink themselevs to the point where sexual preferance is a thing of the past!" - Ian Walston, dedicated Taru-Taru |
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Me HI.

Joined: 30 Mar 2003 Posts: 870 Location: MY CUSTOM TITLE CAME BACK
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Posted: Wed Dec 31, 2003 1:53 pm Post subject: |
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Okay, on palettes (it's "palette," by the way - a pallet is one of those wooden things that they store things on for easy movement via forklift). Each individual graphic is limited to the sixteen colors in its palette. However, you can (and should) use a different palette for different walkabouts/enemies/heros. However, setting which palette is used is dnot done in the graphic editing menu, it is rather done in the "Edit Heros" menu, or the "Edit Enemies" menu, or perhaps the "Edit NPCs" menu in a map's settings. Each of those menus should have options to change the picture and the palette. This way, you can have things with the same picture and different palettes. _________________ UP DOWN UP DOWN LEFT LEFT RIGHT RIGHT A B START |
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Lost Wanderer The Perpetually Lost One

Joined: 16 Oct 2003 Posts: 10 Location: Somewhere out there...
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Posted: Fri Feb 13, 2004 10:19 pm Post subject: |
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I ought to post more often.
Anyway, I was wondering, is it possible to make an item that when activated opens up a string of text boxes? By that, I mean you use the item (not in battle) and a text window, that possibly leads to more text windows, pops up instead of the item "doing something" like a spell. So, basically, is it possible to make the activation of an item start a conversation in which the item "talks" (like as if the character was reading what is written on/in the item). I would use something like that to put character backgrounds and other non-essential information in the players' hands, so they can chose to explore it or not at their leisure. I thought it seemed like a cool idea. Anyway, input into this issue would be appreciated. _________________ "The character sheet is mighter than the sword!" - The Red Mage
"I've seen people drink themselevs to the point where sexual preferance is a thing of the past!" - Ian Walston, dedicated Taru-Taru |
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Me HI.

Joined: 30 Mar 2003 Posts: 870 Location: MY CUSTOM TITLE CAME BACK
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Posted: Fri Feb 13, 2004 10:28 pm Post subject: |
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Easy to do. Items have, in their menus in the editor, the option to run a plotscript when used. Write a script that shows the text boxes you want it to display, set it as the script to run, and it should work. _________________ UP DOWN UP DOWN LEFT LEFT RIGHT RIGHT A B START |
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