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New suggestions for the programmers
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
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Location: Seattle, WA

PostPosted: Mon Jun 13, 2005 8:41 am    Post subject: Reply with quote

What about monthsofplay, yearsofplay? I mean, we have all the others, but not these essentials!

(YES I AM JOKING)

But, seriously, is there a command to set the M/H/D of play? Also, are seconds of play recorded? If so, that'd be ultragreatuseful.
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JSH357




Joined: 02 Feb 2003
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PostPosted: Mon Jun 13, 2005 2:20 pm    Post subject: Reply with quote

I have a request for a special game.exe that I need for a game I'm developing. I don't want to make any changed to the regular game.exe, but I need to edit a few things in the source just for this one game. I would do this myself, but I can't get anything to compile on my computer at all, so any help would be appreciated. (This only involves changing two numbers in bmodsubs so it shouldn't take that long to help me out, if time is an issue) PM me for the details, and I'll figure out some way to repay whoever helps. (probably just a name-drop in the game credits, but that's better than nothing)
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The Wobbler




Joined: 06 Feb 2003
Posts: 2221

PostPosted: Mon Jun 13, 2005 4:08 pm    Post subject: Reply with quote

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Mike Caron
Technomancer




Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Mon Jun 13, 2005 4:40 pm    Post subject: Reply with quote

JSH357: I PMed you.

PHC: Not currently. However, that's been on the todo list since forever.
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rpgspotKahn
Lets see...




Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Thu Jun 16, 2005 4:05 am    Post subject: Reply with quote

Something I would really like to have is the ability to use 256 colours on your enemy's/hero's/attack's/walkabout's graphics... the 16 colour limit is a real bitch... and I hate changing palettes the whole time to get things right.

--Someone needs to develope a 3rd party software for easier importing of graphics into the .rpg file... Mainly talking about hero/enemy graphics here.

.txt importing for text in the game would be amazing, editing the text in notepad and then importing shall be great.
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FyreWulff
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Joined: 02 Apr 2005
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PostPosted: Thu Jun 16, 2005 5:02 am    Post subject: Reply with quote

rpgspotKahn wrote:
Something I would really like to have is the ability to use 256 colours on your enemy's/hero's/attack's/walkabout's graphics... the 16 colour limit is a real bitch... and I hate changing palettes the whole time to get things right.


memory limitation, 16 colors is the max for sprites

Quote:
--Someone needs to develope a 3rd party software for easier importing of graphics into the .rpg file... Mainly talking about hero/enemy graphics here.


I do believe Ysoft's graphics program takes care of this somewhat, does it support importing graphics in strip format?

Quote:
.txt importing for text in the game would be amazing, editing the text in notepad and then importing shall be great.


somebody actually made one of these, but it also didn't work. Also, I think there's some issue on how easily you would be able to work with special characters in your font set, etc etc.
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Mike Caron
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PostPosted: Thu Jun 16, 2005 7:24 am    Post subject: Reply with quote

FyreWulff wrote:
Quote:
--Someone needs to develope a 3rd party software for easier importing of graphics into the .rpg file... Mainly talking about hero/enemy graphics here.


I do believe Ysoft's graphics program takes care of this somewhat, does it support importing graphics in strip format?


Ysoft's doesn't do strips, but I'm working on a TOP SEKRET project called "Hamster Wrench", which is a general purpose data management tool, which would do strips. However, don't hold your breath.
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Ysoft_Entertainment
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Joined: 23 Sep 2003
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Location: Wherever There is a good game.

PostPosted: Thu Jun 16, 2005 9:38 am    Post subject: Reply with quote

ohrgfx does import the strips
all you have to do is make sure that the strips fit the specs
walkabout strips have to be 4bit height 20 by width 160 bmps
hero graphics have to be 4bit height 40 by width 256 bmps
the rest is 50 by 150 attacks
24 by 48 weapon graphics

basically if you export strips with my program, you can reimport them into any rpg file by openning the bmp(yes you have the option of openning bmp or rpg file) but you can only open bmp that fit the dimensions, ohr gfx will automatically import them into correct places.

you guys should really read the included readme.
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Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals.
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rpgspotKahn
Lets see...




Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Thu Jun 16, 2005 12:00 pm    Post subject: Reply with quote

Oh... I only ever thought that your program could view graphics from inside an RPG... Not import it - Thanks man.

I still hate that 16 colour palette... though memory related - Could it not be altered with new coding... making more memory available for a full 256 colour palette? Or shall we just have to wait for the OHR2 windows based platform?

Cool... I prefer working in windows - My Media Player does not jump around like it does while in custom.exe... "Now I can make all my graphics in MS Paint and import it with a few easy steps using Ysofts OHRgfx! Its so'oe easy!" - Success story for OHRgfx.
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Raekuul
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PostPosted: Thu Jun 16, 2005 12:59 pm    Post subject: Reply with quote

rpgspotKahn wrote:
I still hate that 16 colour palette... though memory related - Could it not be altered with new coding... making more memory available for a full 256 colour palette? Or shall we just have to wait for the OHR2 windows based platform?

Cool... I prefer working in windows - My Media Player does not jump around like it does while in custom.exe... "Now I can make all my graphics in MS Paint and import it with a few easy steps using Ysofts OHRgfx! Its so'oe easy!" - Success story for OHRgfx.


Even though MSPaint's pallette handling is still very... ungood... Also, [guess]I think that you'd need a complete codeporting to get past QB4.5's memory limits.[/guess]
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LeRoy_Leo
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Joined: 24 Sep 2003
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PostPosted: Thu Jun 16, 2005 1:30 pm    Post subject: Reply with quote

Raekuul wrote:
Even though MSPaint's pallette handling is still very... ungood...


I would use Netpaint. I bet you would be able to use Photo Shop quality graphics as well. Big grin
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phyrfox
Avid Player




Joined: 20 Feb 2005
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Location: New York, USA

PostPosted: Fri Jun 17, 2005 5:10 am    Post subject: OHR2 Reply with quote

This thread brings up a good point. I was thinking of expanding the format to include 256 or possibly even TrueColor in OHR2 (it would be an "advanced" feature that would guarantee non-compatibility with older engines and would also break hamster-scripts at the expense of having more colors). Would people be adverse to having to make new scripts to deal with the additional colors if I added the support?

~= phyrfox =~
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Sat Jun 18, 2005 3:20 pm    Post subject: Reply with quote

Stupid web browser...I had a nice post almost ready to submit when the "back" key accidentally triggered and erased everything. Pissed off!

Oh well.

I generally dislike having sprites with 256 colours. I feel that the quality of sprites is somehow lessened. Perhaps because they look anti-aliased? I find that using very few colours provides superior image for both sprites and maptiles. Oh well, to each his own.

Some more requests:

1.) Auto-Action attacks. Each item would have a new slot that would contain a (null-able) reference to an attack ID #. When a character with an item containing an Auto-Action value refering to a valid attack begins a battle, the attack refered to in the Auto-Action slot is immediately executed -- whether the battle meter is full or not.

Why do I think this would be a valuable addition to the OHR? I think that it would allow the use of items that function like some in FFVI. When a battle is entered, the character with the item is immediately covered by 0Protes or somesuch.

Additionally, I think it would be helpful if Heroes had an Auto-Action slot that could be manipulated by plotscripting ("Set AutoAction(hero by slot, attack ID #)"). I am thinking of a certain battle in FFV, where a character is shot by a poison arrow outside of battle, then is immediately poisoned when a battle starts. This would also help in the generation of classes or races that, say, have a low regen rate throughout a battle without having to spend a combat turn activating a skill.

I think that the use of Auto-Action would dramatically broaden the usefulness of the OHR battle engine. And if there isn't enough room in the item data to allow the use of Auto-Action slots, at least it could be put in the hero data and there be manipulated to reflect the presence of certain objects via plotscripting.

2.) Special Palettes. Each hero and enemy type should have a couple of special palettes besides the normal one currently used. One palette could be used when the hero/character has a non-zero value in the poison meter. This palette could have slightly different colours to reflect poisoning.

Attacks could have a setting the specifies one of the special palettes on the entity being attacked. For example, the game creator could use Special Palette 4 as a "critical hit" palette, and when the critical hit attack is used, the enemy being hit uses its Special Palette 4 for the duration of the attack. (in this instance, I would have Special Palette 4 for that enemy refer to a palette identical to the normal palette, but with the outline colour be white instead of the normal black. Other uses might be palettes that have colours that are inverted in comparison to the colours used in the normal palette. The list goes on).


Request #2 is more aesthetic, while #1 allows more actual gameplay modification , but I think both would be valuable additions to the OHR.
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Mike Caron
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PostPosted: Sun Jun 19, 2005 5:52 am    Post subject: Reply with quote

#2 is already in the works.

#1... The primary problem with that is that scripts still can't run in battle.

256 colour palettes... Ok, let's put it this way:

Let's say you have a small two bedroom house, and you're moving. You're trying to get everything into the U-Haul truck. Right now, everything fits. But, if your furniture suddenly becomes four times bigger (16 colours->256 colours), you've got a problem. No matter how much rearrangement you do, you still can't change the size of the truck.

You can think of creative ways to use the U-Haul truck (like tying things to the room), but you can't do that for everything because of the law.
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rpgspotKahn
Lets see...




Joined: 16 May 2004
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Location: South Africa

PostPosted: Sun Jun 19, 2005 7:17 am    Post subject: Reply with quote

If you think that 256 colours removes quality of an image - You are not thinking this over... There are still 16 colours in that 256 colour grid that you can use if you so wish to limit yourself to that. The sprite is ultimately the same just with the option of having a few more colours for emphasis in some areas.
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