View previous topic :: View next topic |
Author |
Message |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Sun Oct 30, 2005 3:24 pm Post subject: |
|
|
Those are all unlegitimate reasons why it can't be done >:( The sprite editor code is already full of assembly-bypassing manual pixel pasting. Sprites are copied to a small buffer. Just make it static and tinker with the pasting code a bit. _________________ "It is so great it is insanely great."
Last edited by TMC on Sun Oct 30, 2005 4:59 pm; edited 1 time in total |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Sun Oct 30, 2005 4:59 pm Post subject: |
|
|
I've been had
I might as well... _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
msw188
Joined: 02 Jul 2003 Posts: 1041
|
Posted: Thu Nov 10, 2005 4:10 pm Post subject: |
|
|
Here are a couple more ideas:
9. Have a plotscripting command to allow the player to choose a hero (like the current one), except that it shows the heroes' stats like when you use a healing spell. It seems like it ought to be simple enough, and quite useful. Or is there some way of doing this now?
10. More places in custom where adding a new something (like and enemy or attack) leads to the option of starting it blank or starting it as a copy of an earlier one of whatever it is (like in the map editor). It would be better if heroes were done this way as well, I think. It would be even cooler if custom had a command to disable this feature (like we now have for default passability in the map editor). |
|
Back to top |
|
 |
FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
|
Posted: Wed Nov 16, 2005 1:07 pm Post subject: |
|
|
plotscripting commands needed:
specifically for the windows OHR:
setscreen(type) types: fullscreen, windowed, minimized
ohrversion() : I requested this a while back. It would be nice to be able to check which version of the OHR is running
ohrtype(): windows/linux or DOS, or just "enhanced" and "DOS", example:
Code: | #now we play the music for the scene:
if (ohrtype == enhanced) then ( playmidi(midi:CutsceneA) )
else ( playbam(bam:CutsceneA) ) |
display options:
*the window's name should change to the game's name as defined in CUSTOM instead of just having it be 'game' all the time.
*the icon for game.exe should change to game.ico if present in same directory at runtime
other stuff:
*maybe an option to import backdrops as PNG. JPG would be too lossy for lo-res. GIF could be an option (the patent has long expired in the US). This would help reduce the size of big games with a lot of backdrops. And/or tiles.
* load times could be improved. is it possible to let game.exe run a pre-unlumped game? |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Thu Nov 17, 2005 11:33 pm Post subject: |
|
|
FyreWulff wrote: | plotscripting commands needed:
specifically for the windows OHR:
setscreen(type) types: fullscreen, windowed, minimized |
That should be up to the user, no? And, why minimized?
FyreWulff wrote: | ohrversion() : I requested this a while back. It would be nice to be able to check which version of the OHR is running |
You mean, like, version:Rusalka?
FyreWulff wrote: | ohrtype(): windows/linux or DOS, or just "enhanced" and "DOS", example:
Code: | #now we play the music for the scene:
if (ohrtype == enhanced) then ( playmidi(midi:CutsceneA) )
else ( playbam(bam:CutsceneA) ) |
|
Good command, bad reason. The way it works now, Game does something like this:
1. does a Midi exist at this number?
-> Yes: Play it
-> No: go to step 2
2. does a BAM exist at this number?
-> Yes: go to step 3
-> No: abort, playing nothing
3. Convert the Bam to a midi
4. go to step 1.
So, there would not be a play midi command.
FyreWulff wrote: | display options:
*the window's name should change to the game's name as defined in CUSTOM instead of just having it be 'game' all the time. |
I agree.
FyreWulff wrote: | *the icon for game.exe should change to game.ico if present in same directory at runtime |
Actually, an icon embedded in the game would be better, no?
FyreWulff wrote: | other stuff:
*maybe an option to import backdrops as PNG. JPG would be too lossy for lo-res. GIF could be an option (the patent has long expired in the US). This would help reduce the size of big games with a lot of backdrops. And/or tiles. |
Dos OHR can't read PNG or JPG or GIF.
FyreWulff wrote: | * load times could be improved. is it possible to let game.exe run a pre-unlumped game? |
No reason why not. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
msw188
Joined: 02 Jul 2003 Posts: 1041
|
Posted: Thu Dec 15, 2005 6:49 am Post subject: |
|
|
A new suggestion!!!
Is there any way that the OHR could have a general game bitset (changeable mid-game by plotscripting) that would allow a player to swap heroes in the middle of a battle? Perhaps on a hero's turn, one of their options could always be to swap themselves for a different hero. Is there any room for such an improvement? |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Fri Jan 13, 2006 10:23 am Post subject: |
|
|
msw188 wrote: | 8. I can't remember if I ever posted this one before, but I think it would be very nice to have attacks trigger bitsets, if that were possible. |
Zomg thread revival!
In any case, done. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
Andrusi
Joined: 06 Sep 2005 Posts: 9 Location: There...
|
Posted: Fri Jan 13, 2006 6:16 pm Post subject: |
|
|
msw188 wrote: | 10. More places in custom where adding a new something (like and enemy or attack) leads to the option of starting it blank or starting it as a copy of an earlier one of whatever it is (like in the map editor). It would be better if heroes were done this way as well, I think. |
I like this idea. For heroes, it'd make it easy to do characters who can equip the same items, have similar spell lists, etc. It might also be useful for items--if you have ten items that are equippable as weapons, do the same attack, and are used by the same heroes, just with different stat bonuses, it gets tedious to type everything out over and over again. And it'd certainly make certain types of text boxes easier to work with. _________________ ANDRUSI &&
Sanity not included. |
|
Back to top |
|
 |
AdrianX ..yeah.

Joined: 13 Feb 2003 Posts: 286 Location: Batangas City,Philippines
|
Posted: Sat Jan 14, 2006 5:24 am Post subject: |
|
|
..my usual suggestions:
..more (and preferably cooler)status indicators..if that's possible..
..the feature to skin the text boxes and menus.
..and still, the text box faces.
..oh,and lastly,now that there is an OHR for windows,is it possible to add sound effects? |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Sat Jan 14, 2006 5:57 pm Post subject: |
|
|
Not yet. When we've made the transition to 32-bit (not just windows, mind you), then we will be able to add all of those things. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
msw188
Joined: 02 Jul 2003 Posts: 1041
|
Posted: Sun Jan 15, 2006 12:14 pm Post subject: |
|
|
I wil continue reviving this thread ad infinitum.
That's awesome that you have attacks ready for targetting bitsets. I'd just like to throw in an additional "Can number 9 be done?", as well as:
11. I think that in custom, numbers of things should be shown more. For example, in the item editor, when you are attaching a certain attack for an item's 'when used as a weapon' slot, or anywhere else, the number of the attack, and not just the name, should be shown. |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Mon Jan 16, 2006 11:20 am Post subject: |
|
|
Remind me what #9 was, but #11 seems entirely possible. I'm getting quite handy at understanding and modifying the menu code  _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
AdrianX ..yeah.

Joined: 13 Feb 2003 Posts: 286 Location: Batangas City,Philippines
|
Posted: Mon Jan 16, 2006 6:31 pm Post subject: |
|
|
..oh,and one more thing:.in game.exe,i think it's possible to add descriptions to the spells,like in the items menu,right? |
|
Back to top |
|
 |
|