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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Fri Feb 09, 2007 8:59 pm Post subject: New feature |
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So, I've been hacking away at the OHR again, and I decided to cross off a longstanding item on my TODO list.
Do you dare find out what?!
I think that most will find this a *very* welcome addition to the OHR! _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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Last edited by Mike Caron on Fri Feb 09, 2007 9:16 pm; edited 1 time in total |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Feb 09, 2007 9:02 pm Post subject: |
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When I saw the filenames of the .png files you posted, I immediately knew, "Holy crap! They actually did it!"
And I bet you guys made it easier to use than Zelda Classic. |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Fri Feb 09, 2007 9:06 pm Post subject: |
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Layers? how many are there?
EDIT: It's funny, I was coding my engine last night and added layers too  |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Fri Feb 09, 2007 9:14 pm Post subject: |
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Newbie_Power wrote: | When I saw the filenames of the .png files you posted, I immediately knew, "Holy crap! They actually did it!"
And I bet you guys made it easier to use than Zelda Classic. |
That is an understatement so massive that it would collapse underneath its own weight were it a physical object.
J.A.R.S. wrote: | Layers? how many are there?
EDIT: It's funny, I was coding my engine last night and added layers too  |
You've got three layers to play with: the bottom layer is the existing tilemap you're used to, the middle layer which is drawn immediately above the bottom layer (see the potted plant and the hanging in the pic), and the top layer, which is the modern equivalent of the overhead tile. _________________ 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 |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Fri Feb 09, 2007 9:18 pm Post subject: |
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Onlyoneinall was working around with a streetlamp system using npcs to simulate this, quite ingenious, but I think this addition will particularly make him smile it will also fix all these games with cave settings where it didnt quite overlap corners. DEFINATLY an awesome addition to the ohr!
*BOWS* |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Feb 09, 2007 9:29 pm Post subject: |
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Nobody has even touched on the true usefulness of this.
Now trees, bridges, etc can overlap animated water and other animated tiles without having to make a single extra tile to do so.
You can now have an animated rain tile that overlaps the whole map. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Fri Feb 09, 2007 9:34 pm Post subject: |
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The only reason I did this was because I was working on the tileset you see a part of in the picture. When I got to the plant, and I had the same tile on three different surfaces, I realized I had to god-mod this one.
Won't be the first time, nor the last  _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Fri Feb 09, 2007 9:57 pm Post subject: |
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Newbie_Power wrote: | Nobody has even touched on the true usefulness of this.
Now trees, bridges, etc can overlap animated water and other animated tiles without having to make a single extra tile to do so.
You can now have an animated rain tile that overlaps the whole map. |
[url]angelsearth.freehostia.com/[/url]
OH TRUST ME, that I have... 7 layers in that I don't feel bad 'bout pointing it out here since its no competition to the ohr, but I'm just AMAZED that in about 1 or 2 months distance I've seen the OHR community now on windows, and now using layers... This makes the ohr, in my eyes, the best rpg engine there is around. I've never been a fan of the others. Once I was commisionned to rate all the engines I had used and review it, and paining me, the old DOS ohr had scored the highest (paining me because I had left and didn't bother using dosbox that is). It may feel cheesy a damn lot, but this is thing like this that makes me proud I once was an active member back then. *tear* lol. Seriously, it's an AWESOME revamp of the engine, something people will explore endlessly for months/years to come. I have yet to see how it behaves in-game, but it looks neat to me  |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Feb 09, 2007 9:59 pm Post subject: |
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Seven layers sound overkill and hard to manage. |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Fri Feb 09, 2007 10:04 pm Post subject: |
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Hard to manage: Not with the array system
Overkill? Ya, I agree, 6 would've done the job, and to be perfectly honest, for 99.999999% of the rpgs, 3 is more than enough which is why I applaud the current progress. I just wanted to make bridges you can walk under and over WITHOUT coding the switch of level (it's built-in on a 3 different layer of passability mode! call it mind breaking yeah). The 3 layer design is more flexible, more elegant one might say, and since this is a creation engine, 3 layer IS the perfect number.
I'm not too used with that but... is it going to be in the next nightly or? |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Fri Feb 09, 2007 10:07 pm Post subject: |
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Quote: | Hard to manage: Not with the array system | I'm talking about map design, not programming.
3 layers is pretty adequate, unless you absolutely need more than 3 due to extreme detail in maps. |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Fri Feb 09, 2007 10:13 pm Post subject: |
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actually, my engine tolerates semi transparency... so semi ice mirrors and all and 32 bits graphics... 7 layers became necessary, but that's another scope...
What is OHR coded in now? I guess it must've changed language to tolerate windows... And since its open source, if its a "basic" language, I might be of some help in this field if help is required  |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Fri Feb 09, 2007 11:36 pm Post subject: |
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J.A.R.S. wrote: | Onlyoneinall was working around with a streetlamp system using npcs to simulate this, quite ingenious, but I think this addition will particularly make him smile it will also fix all these games with cave settings where it didnt quite overlap corners. DEFINATLY an awesome addition to the ohr!
*BOWS* |
You're telling me! After reading through the thread, I immediately headed over to the OHR downloads page and got it on my hard drive... must... rethink... strategy... this is gonna be sweet
Mike, you're my hero. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Sat Feb 10, 2007 12:02 am Post subject: |
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Yeah, I immediatly saw the streets and I went like : "oh yeah, more of these goodies!!!" That is, not counting the MASSIVE shrink in ohr maptiles... no more background for the tree where you draw grass. Keep it black and make a tree, good for anything, and probably you can use the third layer to link them as a whole, so no more need to make these complex tree-networks to give the idea of a contiguous forest.
I wasn't personally expecting the OHR to jump that step so... apparently easily? I thought the mainframe of the program had a structure that could hardly stretch on this count but... heck glad I was wrong  |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Sat Feb 10, 2007 12:44 am Post subject: |
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I'm sorry but... how I do I place tiles in the other two layers? Maybe I misunderstood the directions, but Alt F1 - F3 doesn't seem to do anything for me, and I don't know how to change the layer so I can place tiles in a different once, since it seems the bottom layer cannot be turned off in the Ctrl+L Menu? _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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