View previous topic :: View next topic |
Author |
Message |
Corak of EVOS

Joined: 10 May 2003 Posts: 54 Location: Purgatory City
|
Posted: Sat Jul 10, 2004 7:18 pm Post subject: |
|
|
I will definitely experiment with that thanks. But I still think that the placement of where the weapon graphics and the hero graphics meet could be better. Maybe more animations. Or maybe more whiskey.
Yesss... _________________ Initiate game advertisment NOW! Stenmele Osmium
What is the Feasting? |
|
Back to top |
|
 |
Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
|
Posted: Sat Jul 10, 2004 7:25 pm Post subject: |
|
|
Don't expect more animations. EVER.
Read the FAQ. |
|
Back to top |
|
 |
Corak of EVOS

Joined: 10 May 2003 Posts: 54 Location: Purgatory City
|
Posted: Sat Jul 10, 2004 9:31 pm Post subject: |
|
|
Stupid memory!
*throws an empty whiskey bottle at a mother grizzly bear* _________________ Initiate game advertisment NOW! Stenmele Osmium
What is the Feasting? |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Mon Jul 12, 2004 1:39 am Post subject: |
|
|
Undoubtably, the commands that everyone's missing and can't do without are functions to return the current frame number of a hero or npc.
Now, though I am sure every plotscriptor in the community has e-mailed this request to James, I better send him an e-mail to remind him...
..meh, maybe not. I'll give him some peace this time (but I do want those commands - please : P) _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
*Worthy* Critical Thinker

Joined: 11 Aug 2003 Posts: 186
|
Posted: Mon Jul 12, 2004 6:33 am Post subject: |
|
|
Heh, I agree. Although in most situations, I have found a way to get around it, that command would make life a lot easier .
~Worthy _________________ You can do whatever you want...but prison is full of people who make bad decisions. |
|
Back to top |
|
 |
Solsund Prosecutor of Pathetic Programming
Joined: 02 Jun 2004 Posts: 36
|
Posted: Tue Jul 13, 2004 5:58 am Post subject: For Retrogamer |
|
|
I've had this request once about better importing abilities and a
third-party program could easily handle this.
I've had the idea mulling around in my head for maybe a month now and
after working out the bitmap saving abilities, I believe I could get a
bitmap loading system up.
My idea for it would be cookie cutters for the actual importing. You'd load
up a picture and tell it what you wanted to cut and you'd be left with a
selection box of that size that you would drag over the section of the
image you were going to import. Possibly also have the ability to make it
a chain of boxes, instead so that you could import a whole set at once.
The thing that's holding me back right now is the fact that I haven't quite
figured out how I'm going to handle dumbing down from a 24-bit or 8-bit
image to a 4-bit image.
College did come back into session, for me, today so I'm back on the
internet and have the resources from online to help out. We'll see just
how soon we can get something like this up and running. _________________ New OHR Importer teaser program available.
http://solsund.castleparadox.com |
|
Back to top |
|
 |
Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
|
Posted: Tue Jul 13, 2004 8:11 am Post subject: |
|
|
If possible, I'd like four more element slots. While no game (sans Pokemon) needs twelve elements, the element slots are very, very useful for faking battlescripting, and so having a couple more of those could make for some really good times. _________________
 |
|
Back to top |
|
 |
KainMinter *~*

Joined: 10 Jan 2004 Posts: 155 Location: Austin
|
Posted: Tue Jul 13, 2004 11:45 am Post subject: |
|
|
I know this is really REALLY specific.... but...
I wish there was a plotscript command that returns the exp to next level one digit at a time.
For Example:
Next Level (CharacterSlot, WhichDigit)
...Or anything else that somehow lets you look up the ToNextLevel.
It would be good for a custom menu.. since right now it is imposible to show exp to next level using plotscripting. |
|
Back to top |
|
 |
Dan the Man Entertainment
Joined: 31 May 2003 Posts: 204
|
Posted: Wed Jul 14, 2004 12:31 pm Post subject: |
|
|
I'd like to see a command that switches people only in the active party:
swap in party (firstchoice(0-3), secondchoice(0-3)).
although a lot of people have probably done this already.
Edit: Don't tell me how to do this yet, I'm being helped. :  |
|
Back to top |
|
 |
Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
|
Posted: Sun Jul 18, 2004 7:07 pm Post subject: |
|
|
Instead of "Instead of Battle" scripts on the MAPS, make the instad of battle be in the BATTLE SETS.
This would make it a lot easier with custom battle systems that rely on the map to spawn enemies. _________________ But enough talk, have at you! |
|
Back to top |
|
 |
NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
|
Posted: Sun Jul 18, 2004 11:07 pm Post subject: |
|
|
these are possible; i don't know how likely they are:
+instead of 16-color palettes storing indexes into the master palette, have them store actual colors (in 15bit format, RRRRRGGGGGBBBBBx where x is unused). when loading a 16color palette, find the nearest matching colors in the master palette, and use those. this would require adding a parameter to update_palette, which specifies whether or not to remap the colors in the 16color palettes.
this has the potential to greatly improve graphic quality. the only possible problem i see is fitting a color-remapping routine into game.exe
+support multiple master palettes and allow switching between them. this would compliment the above.
+plotscripting commands to read colors from 16color palettes. this would allow eg: dividing the masterpalette into sections : eg 80colors each for background, characters, enemies.
+ associate a masterpalette with each background, so it's colors can be correctly matched to that palette. |
|
Back to top |
|
 |
rpgspotKahn Lets see...

Joined: 16 May 2004 Posts: 720 Location: South Africa
|
Posted: Tue Jul 20, 2004 4:36 am Post subject: |
|
|
What im having problems with and would like to request if it can not be done is:
The "Step On" activation in the NPC menu. If you activate an NPC to that of "Step On", can the NPC walk under the hero to activate a step on? I tryed this already, but I dont have the new update, does it work there?
I need this really quickly, its for my 48 hour game that I need it. I am thinking of doing some sort of game... not telling, you'll have to see. _________________
2nd Edition out now! |
|
Back to top |
|
 |
GoatChild
Joined: 20 Jul 2004 Posts: 1
|
|
Back to top |
|
 |
MultiColoredWizard Come back, baby! The Breastmaster

Joined: 01 Feb 2003 Posts: 1232
|
Posted: Tue Jul 20, 2004 8:05 pm Post subject: |
|
|
nice. |
|
Back to top |
|
 |
rpgspotKahn Lets see...

Joined: 16 May 2004 Posts: 720 Location: South Africa
|
Posted: Wed Jul 21, 2004 4:03 am Post subject: |
|
|
Who the hell was that?  _________________
2nd Edition out now! |
|
Back to top |
|
 |
|