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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sun Jun 20, 2004 11:33 am Post subject: |
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Yeah, I was about to say that. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jun 21, 2004 6:15 pm Post subject: |
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JSH357 wrote: | James: It might just be me, but that doesn't seem to work in battles. I've always used that outside of battles, though.
Testing it again...
Nope, still doesn't work. |
D'oh! You are right! I gotta fix that. |
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Pepsi Ranger Reality TV Host

Joined: 05 Feb 2003 Posts: 493 Location: South Florida
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Posted: Tue Jun 22, 2004 2:46 pm Post subject: |
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I've been waiting for this for years, but since we're talking about updates we'd like to see, I'll request this again:
I would really like to have a feature that allows us to turn off map names using plotscripts. There's nothing worse than creating a cutscene for a game (or using the black space from an indoor set) where the hero is hidden and having to read the map name as if the hero walked there.
For example, when you trigger a swtich inside a cave that opens the door outside, I don't want to see the map name for the outdoor section when my hero is still inside, even though I (as the player) need to see that the door is opened. So that's why I want to see this feature implemented.
Please, please, PLEASE implement this as soon as possible.
And the ability to add experience and write hero levels using variables would be nice too.
I'd also like to see quotes for clues, such as: “Always the best choice for all of your slime-training needs.â€
And while we're at it, I'd like for those who seek the truth to search the place where an old man and his dog sleep before taking on an impossible mission. _________________ Progress Report:
The Adventures of Powerstick Man: Extended Edition
Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.
Tightfloss Maiden
Currently Updating: Chapter 2 |
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RedMaverickZero Three pointed, red disaster! Halloween 2006 Creativity Winner


Joined: 12 Jul 2003 Posts: 1459
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Posted: Tue Jun 22, 2004 4:19 pm Post subject: |
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More usable only once NPCs would be real nice. I know a 1000 is a lot, and I make my games conservatively to use all of the maps humanly possible. But there are times I think 1000 usable only once NPCs won't work out. I don't know if you can, but this would be real nice. _________________ ---------------Projects----
Mr.Triangle's Maze: 70%
Takoyaki Surprise: 70% |
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no_shot Surpasses you in poetical prowess

Joined: 28 Apr 2003 Posts: 300 Location: On the road to perfection.
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Posted: Thu Jul 01, 2004 8:38 pm Post subject: |
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I would like to see 3-D graphics rendering capabilities, the ability to play multiplayer RPGs online, mouse support, and stereo sound or else I'm moving on. _________________ Play Horrible Fantasy NOW! |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Thu Jul 01, 2004 8:43 pm Post subject: |
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It's probably too much to ask, and not possible with the way the graphics are coded... but at some point in the future, I'd like to see a program that can tranfer sprites/tiles/walkabout sets and palletes from one RPG file to another without overwriting the current sprites all at once. |
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RedMaverickZero Three pointed, red disaster! Halloween 2006 Creativity Winner


Joined: 12 Jul 2003 Posts: 1459
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Posted: Thu Jul 01, 2004 8:52 pm Post subject: |
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I know it's not an update to the OHR. But maybe a well explained tutorial of various different scripts that would save some people some time to code. It would come in great handy to make minigames a lot easier. _________________ ---------------Projects----
Mr.Triangle's Maze: 70%
Takoyaki Surprise: 70% |
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lethal255 Don't just complain, do something about it

Joined: 11 Nov 2003 Posts: 76 Location: Right behind you
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Posted: Fri Jul 02, 2004 8:23 pm Post subject: |
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Well, wut I would like to see changed in the OHR is really just a bug. When you use the "when key is pressed" script call on your maps, and you have a resonably large script for it to go through, it over loads the script buffer when your holding directional bottuns to walk. This could have been reported to james already, but w/e. If it waited for you to move to another grid space befor it preformed the task, it would make things work much better, especialy when creating npc's. _________________ "what everyone went around calling you white stormy?"
"you mean, there's...a ...black stormy?"
"No" |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sat Jul 03, 2004 1:07 pm Post subject: |
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Solution: make your script smaller |
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Solsund Prosecutor of Pathetic Programming
Joined: 02 Jun 2004 Posts: 36
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Posted: Sat Jul 03, 2004 8:46 pm Post subject: |
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Fenrir-Lunaris wrote: | It's probably too much to ask, and not possible with the way the graphics are coded... but at some point in the future, I'd like to see a program that can tranfer sprites/tiles/walkabout sets and palletes from one RPG file to another without overwriting the current sprites all at once. |
Fenrir: It's not quite ready yet but I'm almost to the point where I'll have my demo program able to export all the graphics from an OHR file. You could just export what you wish and then import it into a new OHR file, which is a lot better then just copying the whole picture file, itself.
It won't be able to do it directly, but that's not a bad idea for the future. I do have it setup where I could open two .RPG files at once if I so chose.
I grabbed a picture of the dialog box I finished coding last night. It's all ready and setup to save pictures, as soon as I have the actual bitmap writing code done.
I hate to say it but the dialog box has a better setup and better controls than the rest of my program.
I'll have my son for the next few days so I'll be very busy with him but possibly later in the week I'll wrap up the exporting code.
BTW, the current version uploaded doesn't have the dialog. I'm waiting to have it all fully functional before I upload it. _________________ New OHR Importer teaser program available.
http://solsund.castleparadox.com |
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Dan the Man Entertainment
Joined: 31 May 2003 Posts: 204
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Posted: Sun Jul 04, 2004 10:34 pm Post subject: |
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I would like to see four layers of elemental bitsets.
Instead of just strength and absorb, I would like to see weakness, absorb, strength and immunity. That way, certain things wouldn't have to be both strong and immune to an element. |
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KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
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Posted: Mon Jul 05, 2004 11:53 am Post subject: |
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I'd like to see character name variables work in attack descriptions the same way it does in text boxes.
Cheesey Example:
_____________________________
| BAD GUY: {$C0}, you must perish. |
----------------------------------------------
This way you could do in battle events using blank attacks and still have the ability to rename your character from the start.
..
Also being abel to change a characters name using plotscripting would be nice. ^^ Like to change it to or from "??????" on the fly if you needed to.
Not a big priority though =) |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Mon Jul 05, 2004 3:34 pm Post subject: |
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'Course, to be able to rename a character with plotscripting, Hamsterspeak would need to be able to handle strings.
That would always be nice. |
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RedMaverickZero Three pointed, red disaster! Halloween 2006 Creativity Winner


Joined: 12 Jul 2003 Posts: 1459
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Posted: Mon Jul 05, 2004 5:07 pm Post subject: |
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Smarter enimies. Or at least more freedom in what enimies do. Like, the whole spawning thing, maybe make it so that you can make an enemy do a certain attack with a similar scale. Like on Fire Attack enemy does a certain attack. I don't know if that'd be difficult, but it would certainly make it better to make strategies for bosses and enimies. _________________ ---------------Projects----
Mr.Triangle's Maze: 70%
Takoyaki Surprise: 70% |
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RedMaverickZero Three pointed, red disaster! Halloween 2006 Creativity Winner


Joined: 12 Jul 2003 Posts: 1459
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Posted: Tue Jul 06, 2004 3:45 pm Post subject: |
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Sorry to double post, but I had a killer idea and didn't wonna forget it. Alright, an ability in the OHR to jump to a coordinate on a map. Because it takes forever on big maps to hold the arrow keys and scroll down to the part you want to be at. I think lots of people who work with huge maps would appreciate this a lot. And it would save everyone some time. _________________ ---------------Projects----
Mr.Triangle's Maze: 70%
Takoyaki Surprise: 70% |
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