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Ubersetzung
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Battleblaze
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Joined: 19 Dec 2003
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PostPosted: Tue Jul 25, 2006 10:35 pm    Post subject: Reply with quote

Mike you filth mongrel must you crush our dreams!
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Valkyrie




Joined: 17 Jul 2006
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PostPosted: Wed Jul 26, 2006 2:34 am    Post subject: Reply with quote

Parallax and layers would be mighty awesome. And there is scripting in RPG Maker!! There's a massive RUBY scripting program in XP, and you can find AWESOME scripts all over the net!!

It'd be awesome if the OHR could have some sort of scripting like that - plotscripting tells NPCs and whatever where to go, but a deeper scripting thing within the OHR which allows for more customisation would be AWESOME. Happy
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TwinHamster
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Joined: 07 Mar 2004
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PostPosted: Wed Jul 26, 2006 5:04 am    Post subject: Reply with quote

Valkyrie wrote:
It'd be awesome if the OHR could have some sort of scripting like that - plotscripting tells NPCs and whatever where to go, but a deeper scripting thing within the OHR which allows for more customisation would be AWESOME. Happy


It's called learn FreeBasic and make your own version of custom.
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Mike Caron
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Joined: 26 Jul 2003
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PostPosted: Wed Jul 26, 2006 10:13 am    Post subject: Reply with quote

Valkyrie wrote:
Parallax and layers would be mighty awesome. And there is scripting in RPG Maker!! There's a massive RUBY scripting program in XP, and you can find AWESOME scripts all over the net!!


Ah yes, I was going to rant about Ruby, but I forgot to. I shall do so here:

Ruby is great. It's a full language, and you can customize RPG Maker to the end of your wildest dreams.

Except for two problems:

1. If you need any extra data that the editor doesn't provide, you have to make your own editor, or put it in a text file or something, and read it in manually.

2. If you want to integrate your Ruby code into, say, an event in-game, you're outta luck, and you'll spend forever trying to get it to work. I know I tried, and I never got it to work properly.

Valkyrie wrote:
It'd be awesome if the OHR could have some sort of scripting like that - plotscripting tells NPCs and whatever where to go, but a deeper scripting thing within the OHR which allows for more customisation would be AWESOME. Happy


Well, we have plotscripting, and the engine is open source, so go for it. However, you do remind me that I would love to implement NPC Movement scripts.
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Valkyrie




Joined: 17 Jul 2006
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PostPosted: Wed Jul 26, 2006 10:54 am    Post subject: Reply with quote

Learn FreeBasic? HAH. Ha ha ha! So does that mean you can dick around with Custom so much that it does all the stuff RPG Maker does?

Mike Caron wrote:
2. If you want to integrate your Ruby code into, say, an event in-game, you're outta luck, and you'll spend forever trying to get it to work. I know I tried, and I never got it to work properly.


I could never work out how to get that to work - I could figure out how to input the code, but never how to put the code in properly, so it would work in game.
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TwinHamster
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PostPosted: Wed Jul 26, 2006 11:01 am    Post subject: Reply with quote

Valkyrie wrote:
Learn FreeBasic? HAH. Ha ha ha! So does that mean you can dick around with Custom so much that it does all the stuff RPG Maker does?


Well, I'm pretty sure that if you dick around with anything, then you can pretty much make it do whatever you want.
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Valkyrie




Joined: 17 Jul 2006
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PostPosted: Wed Jul 26, 2006 11:02 am    Post subject: Reply with quote

True, true. Happy

Will Ubersetzung have improved graphic support? Like 256 or above colours at a time instead of 16?
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PlayerOne




Joined: 07 Sep 2005
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PostPosted: Wed Jul 26, 2006 11:18 am    Post subject: Reply with quote

I don't think a GBA version is completely out of the question.
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TwinHamster
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PostPosted: Wed Jul 26, 2006 11:23 am    Post subject: Reply with quote

Valkyrie wrote:
Will Ubersetzung have improved graphic support? Like 256 or above colours at a time instead of 16?


Unfortunately, I highly doubt it. Then again, that would be kind of unnecessary:256 colors in a 400 pixel grid?

That would become gradient heaven.

I think that the ideal number of colors is more like 24. But 16 is good enough. (be glad it's not Cool Razz
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Valkyrie




Joined: 17 Jul 2006
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PostPosted: Wed Jul 26, 2006 11:31 am    Post subject: Reply with quote

But what about improved resolution? Now it's going onto Windows, is 640x480 or higher completely out of the question?
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FyreWulff
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PostPosted: Wed Jul 26, 2006 11:49 am    Post subject: Reply with quote

OHR-windows upscales the image from 320x200 to 640x400. I don't think the resolution will ever increase due to backwards-compatibility and the fact that the way they currently draw to the screen is too slow for actual 640x400 play (without a lot of tearing). It would be nice if an author could choose to run some anti-aliasing over it (like 2xSAI or Super Eagle etc). The only version of the OHRRPGCE that was supposed to have anti-aliasing was Neo's Python port, and I haven't heard from him in ages.

Also I seem to remember talking to TMC and Inferior Minion one time about "Smart Follow" and "Smart Evade" for NPCs, instead of the current 'dumb' follow and evade they currently do.
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Battleblaze
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PostPosted: Wed Jul 26, 2006 1:55 pm    Post subject: Reply with quote

/me Takes Player 1's comment and smacks up Mike.
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Mike Caron
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PostPosted: Wed Jul 26, 2006 4:59 pm    Post subject: Reply with quote

PlayerOne wrote:
I don't think a GBA version is completely out of the question.


My entire argument can be summed up with this diagram:



In THEORY, it would be possible to forgo the regular tile-mode, and make my own tile-drawing routines. However, it is physically impossible to update the screen every frame on the GBA if you're dealing with pixels instead of tiles. There are 38 400 pixels on the screen, and even if we were just setting them to a single constant, there's only, enough time to deal with about 30 000 of them before the screen refreshes again. And, this assumes that we're not doing anything else but graphics (no sprites, no plotscripting, nothing else)

If the OHR used 16x16 tiles, however, it would be a different story altogether. We could work around the screen size limitation by showing a smaller portion of the map, and by resizing the backdrops, etc. at "compile time".

But, that's not how it is.
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Battleblaze
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PostPosted: Wed Jul 26, 2006 9:00 pm    Post subject: Reply with quote

Sad... what about the DS? That can handle OHR... maybe psp?
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FyreWulff
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PostPosted: Thu Jul 27, 2006 4:22 am    Post subject: Reply with quote

DS would be more likely, considering it has 4MB of RAM.

Plus you can use a trick where if you just use one screen, you can 'overclock' and use both CPUs in tandem for that one screen. This is what Square is doing for the FF3 remake.

Also, you can use GBA flash carts to load the homebrew app onto the DS. On PSP, you have to screw around with firmware updates, and also I hate teh Sony. DS also has a much larger userbase than the PSP.
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