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what would you like to see in the next OHR update
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ChocoSOLDIER
Ghost haunting the board




Joined: 03 Feb 2003
Posts: 279

PostPosted: Fri May 09, 2003 11:41 pm    Post subject: Reply with quote

You're just sucking up so he'll forgive you for ripping his graphics. :>
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no_shot
Surpasses you in poetical prowess




Joined: 28 Apr 2003
Posts: 300
Location: On the road to perfection.

PostPosted: Mon May 12, 2003 5:29 pm    Post subject: Reply with quote

1. A box that shows MP when using an MP-affecting item in walkabout mode.

2. An 'run' attack.

3. Something else I'll probably remember when I'm nowhere near a computer, then forget when I have access to one.

Goddamit
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neota
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PostPosted: Tue May 13, 2003 7:34 am    Post subject: items Reply with quote

blazes battle inc, re semitransparent sections :
it's not any more difficult in dos than in windows.
doing it fast is memory-hungry (256 bytes for each semitransparent palette index), and ohrrpgce doesn't have
oodles of memory available to it.

fyrewulff: for practical purposes the limit is 128mb physical memory, unlimited virtual.

squall: having a converter is better than being backwards-compatible. being backwards-compatible breeds software bugs (see : microsoft).

Aethereal:
you're an 'elite designer'? does that mean you design elites? Big grin

yes, hamsterwheel is a catchy name.
i'm not going to finish lucidity? i feel most annoyed at all this disinforming i must do. more annoying is that some of this misinformation was created by me and i believed it at the time. gleh. the facts are that currently i am working on three related software projects: gbklib (backend library for game building kits; built from what used to be lucidities backend; est. 80% complete), use (useful sprite editor), and
arcs (adequate rpg creation system; like a combination of lucidities frontend and o2ku.). you have reminded me to properly document this in full detail. therefore i shall be making a post doing such sometime in the next week to my lj (http://www.livejournal.com/users/dgowers), for those whom it may concern.

"myrpgce"? never heard anything about it. fyrewulff mentioned something called 'ohr x' to me, that sounded like an upgrade. what sort of upgrade do you mean?

re your post about formationsets:
better, would be formationset-sets: with a memory overhead of 512 bytes, you could have 255 different formationsets *per map*, hence enough for almost anything. providing that the max.formationsets were upped to 32767. comprende?

thats all.
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neota
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PostPosted: Wed May 14, 2003 4:24 am    Post subject: some more ideas Reply with quote

when reading this thread, i got these ideas:

paperdolling heroes ; ie. compositing the actual used hero graphics from 'base' hero graphics and graphics for shields/armor/weapons. this is completely doable with the ohr's memory limitations (in fact, it only requires extra disk space, no extra memory is required). otoh, it doesn't seem like something james *would* implement.

stat requirements to learn spells (eg >30 magic power before learning a particular spell). useful if you are allowing stat boosts to be bought or found rather than acquired through levelup.
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Eggie




Joined: 12 May 2003
Posts: 904

PostPosted: Fri May 16, 2003 6:30 pm    Post subject: New Stuff on Update Reply with quote

I have quite a bit (I don't hate you! I just want improvement! It's human nature!)

1. Standing movement.
What I mean by that is when a hero is standing, he moves a bit. This will require a extra frame or two.

2. Better Bam Files
Lots of my tested midi to bam files sound bad when they become bam files. I would like to see a little better sound.

3. Easier Importing
I can't !#&!*&@! import hero, walkabout, or enemy grpahics. (If anyone can help me out, I would be very happy!)

4. Box Tiling
This means that you can make a box of tiles a lot like making a box on grpahic making.
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Me
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Joined: 30 Mar 2003
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Location: MY CUSTOM TITLE CAME BACK

PostPosted: Sun May 18, 2003 1:55 pm    Post subject: Reply with quote

Eggie:
What do you mean by "when the hero is stopped, he moves a bit?"
BAM isn't getting any better. It's the crappiest sound format on the planet, but it's the only one the OHR is capable of using. You'll just have to deal with it.

Anyway, some things that bother me:

1. When your last character dies in battle, the screed fades to red way too fast. I'd like it to sit there, showing your defeated party and the triumphant enemies fo a few seconds, then fade out to the game over screen slowly. The way it is now is far too abrupt.

2. A way to set the target animation of an attack. This way, when you create a chained attack, the target won't twitch when your just displaying the casting of the spell. If you don't understand what I'm saying, don't worry - it's hard to explain.

3. When an attack misses, have the hero(s) step back a bit, rather than display their "hurt" frame. I hate it when an attack "misses" and my heros all look shocked or spray blood everywhere.

4. A built-in run key would be wonderful. Also, the ability to set the hero's walking speed on a map without plotscripting.

5. The ability to test your game from within CUSTOM.

As an added note, the final comments from my previous post (about wanting more graphics/tags/enemy frames, etc.) was completely sarcastic. It would be nigh-impossible to create 32000-odd separate graphics, let alone use them all. Even for me.
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Mythril Man
The one and only Dude made from Mythril




Joined: 10 Feb 2003
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PostPosted: Mon Jun 16, 2003 11:48 am    Post subject: Reply with quote

Me wrote:

I'd like it to sit there, showing your defeated party and the triumphant enemies fo a few seconds, then fade out to the game over screen slowly


Thats a good idea, but it would be even nicer if you could start the gameover music there, and then fade out with the music still playing, but that is probably what you meant isn't it me?

I would also like to see different walking directions, for example, north east, sout east, and so on.
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Eggie




Joined: 12 May 2003
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PostPosted: Tue Jun 17, 2003 4:44 am    Post subject: Reply with quote

When I mean 'Stop, but move a bit.' I mean this:

On Chrono Trigger, when Ayla is not doing anything she tends to stand still but rock a little back and forth. That's what I mean. So sorry for the confusion.

Anyway, my main point is that Sound Quality should be the first thing to be improved. It seems that whenever I find a midi I like, it turns into a terrible form when it becomes a bam. file.
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Aethereal
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Joined: 04 Jan 2003
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PostPosted: Tue Jun 17, 2003 4:52 am    Post subject: Reply with quote

I'm wondering if you guys who complain about BAM realize something. BAM is exactly 100% how MIDI would sound in the OHR if MIDI were supported. BAM does not sound bad because it is of poor quality; it sounds bad because it is played out the FM chip, which very few sound cards have anymore (and those that do have them generally don't have a very good one). When BAM was originally decided on back whenever, good FM chips were commonplace. If your speaker has a really, really good FM chip, BAM would sound just as good as MIDI (pre-Wavetable, mind). BAM has a smaller filesize, that is why it is used. As for making your translated songs sound better, you can disable tracks in MIDI2BAM with left and right to select the track and 1 to disable it, then reimport it. Hopefully it'll sound a bit better. Disable the tracks that have really loud or ugly instruments. :\
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Mythril Man
The one and only Dude made from Mythril




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Location: Gold Coast, Australia

PostPosted: Tue Jun 17, 2003 12:08 pm    Post subject: Reply with quote

Yeah, waiting frames are good. Id like a stand still frame, because when in up or down position, heros and NPC's are always standing with one leg to the forward and one to the back.

It just looks dumb.

another frame for left and right would be good too, so I can make the legs truly swing in both directions instead of going the same way each time.

To some this reply up, I would like a third frame for all Walkabout directions for Sprites.
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PIcaRDMPC




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PostPosted: Tue Jun 17, 2003 1:33 pm    Post subject: Reply with quote

Me wrote:

3. When an attack misses, have the hero(s) step back a bit, rather than display their "hurt" frame. I hate it when an attack "misses" and my heros all look shocked or spray blood everywhere.


Yeah, I'd like to see this too, but you have to admit; it's damned funny when it happens.
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Blazes Battles Inc.
I'm a chimp, not a




Joined: 25 Jan 2003
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PostPosted: Tue Jun 17, 2003 7:47 pm    Post subject: Reply with quote

http://hamsterrepublic.com/ohrrpgce/rpgfaq.html#will_you_ever_add_more_animation_frames

About more frames. I think he said somewhere that if he ever made it so everyone had three frames, it would reduce the number of available npcs to ten or something.
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Me
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Joined: 30 Mar 2003
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Location: MY CUSTOM TITLE CAME BACK

PostPosted: Wed Jun 18, 2003 7:19 am    Post subject: Reply with quote

Eggie: What you are referring to is known as a "breathing animation" and it would probably require something else to be reduced to add in. However, you could do it quite easily with plotscripting. Just something that tests whether or not the hero is moving and his direction, and changes the picture accordingly.

Mythril Man: That is an excellent addition to my idea. Even though it's a very small thing, if the game over code were altered like that it would make games seem so mych more professional. Also, unlike most of the ideas here, it probably wouldn't take up any more memory.
Also, it may be funny when your heros spray blood and guts when someone misses them, but what if you're making a serious game. It's just one of those things that annoys me just a little bit. And to fix it wouldn't take much. Maybe I'll email JP . . .
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Mythril Man
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PostPosted: Wed Jun 18, 2003 11:35 am    Post subject: Reply with quote

I still can't get over the size of this thread.

When I posted it, I never expected it to become this huge. What?!?! What?!?! What?!?! What?!?!

Quote:
it would make games seem so mych more professional


Yeah, and a proffesional game is the best game there is.
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ChocoSOLDIER
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Joined: 03 Feb 2003
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PostPosted: Thu Jun 19, 2003 10:46 pm    Post subject: Reply with quote

Not neccisarily. I can think of more than one "Professional" game that sucked crap.






Damn, I got nothing. Isn't it funny? You remember usless crap that you want to forget, but when it's suddenly needed, it's forgotten.
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