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RPGCreations E Pluribus Unum

Joined: 18 May 2003 Posts: 345
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Posted: Tue Jul 06, 2004 4:18 pm Post subject: |
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Hold Alt + an arrow key and it'll scroll around 3 times as fast. I think. _________________
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Dan the Man Entertainment
Joined: 31 May 2003 Posts: 204
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Posted: Wed Jul 07, 2004 3:18 am Post subject: |
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Quote: | Like on Fire Attack enemy does a certain attack. |
This seems like a counter attack to me. And, if I can remember correctly, I don't think the counter attack will be implemented (I could be wrong). If the counter stat were implemented, however, maybe this could be possible.
Speaking of which, this has reminded me of something:
A bitset for attacks that completely ignores extra hits. |
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KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
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Posted: Wed Jul 07, 2004 6:31 pm Post subject: |
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I second that. A bitset that completely ignores extra hits would be cool.. ^^ |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Wed Jul 07, 2004 8:17 pm Post subject: |
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The ignore extra hits bitset has been wanted for quite a while...
You can fake counterattacks by using elemental bitsets and enemy spawning, by the way. Of course, it'll require you to use "physical" as an element and assign it to normal attacks, but you can do it. _________________
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KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
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Posted: Thu Jul 08, 2004 9:49 am Post subject: |
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Quote: | You can fake counterattacks by using elemental bitsets and enemy spawning, by the way. Of course, it'll require you to use "physical" as an element and assign it to normal attacks, but you can do it. |
Thats very awsome advice. I'll keep that in mind for later games. =) |
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Retrogamer Trailblazer

Joined: 17 Mar 2003 Posts: 30 Location: Canada
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Posted: Thu Jul 08, 2004 10:50 am Post subject: I'm crazy... |
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There are only two things that I'd like to see...
1) Import NPC "sets" (a repost since the original is buried in an old thread)
When NPCs are imported, it would be useful to select an area of the image (bottom right corner, center, etc) to import from. Currently, all NPCs are selected by cutting a 20X20 square from the top-left corner of a .bmp file.
As a result, importing a full set of walkabouts will take 8 separate 20X20 files. It would be much more efficient to import all these NPCs from a single image file (whether 20X20 or 320X200), using a method similar to the "Cut Maptile" option.
2) Autoload/Autosave Feature (I'll catch hell for this one...)
A bitset/option that automatically loads the title screen as well as (if present) the first saved game file (rather than wait for key presses). In addition, an autosave plotscript command that'll automatically save to a desired game slot.
That might not sound appealing to some users... why limit your game to a single save?
Say, for example... I was creating an arcade space shooter and the only necessary reason to save was the list of high-scores. If I was updating the scores frequently (and in the middle of the mission, for whatever reason), not only would it be awkward for the "save menu" to pop up every time, it would feel completely out of place.
On top of that, clever game developers can split one saved game into several smaller ones, and utilize save menus of their own. It's certainly possible to recreate the Legend of Zelda menu (with three or more datas) from a single slot.
It's probably not in my best interest to suggest this feature for an RPG-oriented engine (although, it could be used just as effectively in RPGs), but considering how flexible the engine is already, it wouldn't hurt.
~Retro |
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KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
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Posted: Thu Jul 08, 2004 2:09 pm Post subject: |
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In reference to what retrogamer mentioned a save to slot option sounds really cool. I could see custom save/load screens spawn from that as long as it was paired with a few read data from save slot commands. ^^
EDIT:
Well, I guess you could manually load each slot one at a time and store the data in variables temporarily before displaying a load screen ... so no need to complicate things with read data from slot commands. ^^;; |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Thu Jul 08, 2004 4:08 pm Post subject: |
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I wholeheartedly agree with Retrogamer's suggestion to allow importing of walkabout sets. Though since the OHR is so packed for memory as is, I doubt it could be changed. |
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RPGCreations E Pluribus Unum

Joined: 18 May 2003 Posts: 345
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Posted: Thu Jul 08, 2004 6:42 pm Post subject: |
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Well, James can do pretty much anything with CUSTOM, since he has a lot more memory available without having to handle all of the data at once. _________________
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Thu Jul 08, 2004 8:34 pm Post subject: |
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A "get npc picture" and "get npc palette" command, DANG IT. _________________ But enough talk, have at you! |
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Corak of EVOS

Joined: 10 May 2003 Posts: 54 Location: Purgatory City
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Posted: Thu Jul 08, 2004 10:35 pm Post subject: |
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It would be very sweet if we had more control over the way the weapon is handled by the hero. Say if our hero used a two handed fence post instead of a one handed yard stick to fight an enemy. He would swing them both differently. Or maybe our sword carrying hero wants to equip a bow. Make an option that allows you to make different weapon styles in the weapon graphics. Like a one handed weapon, two handed weapon, bow/pole arm etc.
But then there would have to be more hero attack graphics for the same categories.
*Downs some Whiskey* _________________ Initiate game advertisment NOW! Stenmele Osmium
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Fri Jul 09, 2004 4:33 pm Post subject: |
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You could always make multiple graphic sets and plotscript it to change depending on what weapon is equipped. |
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Dan the Man Entertainment
Joined: 31 May 2003 Posts: 204
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Posted: Fri Jul 09, 2004 7:40 pm Post subject: |
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Here's another few suggestions:
- A bitset that causes attacks not to chain to other attacks if they miss
- The ability for an attack to randomly use another attack (instead of itself) |
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Corak of EVOS

Joined: 10 May 2003 Posts: 54 Location: Purgatory City
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Posted: Fri Jul 09, 2004 9:47 pm Post subject: |
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Uncommon-
I think we have tried that before. But there was something about having to run an every step script in each map. I don't know, I don't really plotscript. Maybe a cool feature like a plotscript command that allows you to change your hero's graphics when a weapon is equip. _________________ Initiate game advertisment NOW! Stenmele Osmium
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Me HI.

Joined: 30 Mar 2003 Posts: 870 Location: MY CUSTOM TITLE CAME BACK
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Posted: Fri Jul 09, 2004 10:34 pm Post subject: |
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When an item is equipped, it can be set to turn a tag on or off. Combine this with an instead-of-battle plotscript, and you can change the picture to fit the equipment. _________________ UP DOWN UP DOWN LEFT LEFT RIGHT RIGHT A B START |
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