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Uh oh, Love Comes to Town (suggestions)
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Moogle1
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PostPosted: Sun Oct 07, 2007 10:10 am    Post subject: Reply with quote

Or we could use a wiki for that sort of thing. Oh wait

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The Drizzle
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Joined: 12 Nov 2003
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PostPosted: Sun Oct 07, 2007 10:20 am    Post subject: Reply with quote

I'm not sure this is possible, but how about making more hero attack animations? I mean graphically, on the user side. There could be an Attack 2A and Attack 2B. And cast and item could have separate animations. I guess there could even be an animation editor where you can combine different frames and alter the number of frames and whatever else. I may be getting out of hand with this.

Being able to pick which frame is used during a victory would be nice too.
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RedMaverickZero
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PostPosted: Sun Oct 07, 2007 10:27 am    Post subject: Reply with quote

Speaking of that, animating enemy graphics, like, just a couple frames at most. And also, a frame for "near death" that way we could show the player when a huge tough boss is on his last leg so to speak.
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Sun Oct 07, 2007 10:39 am    Post subject: Reply with quote

And while we're throwing out wishes:
Spam Man wrote:
Playing this also made me crave HP meters for the enemies, so i could see how much progress i was making. Does anybody remember the meters in Breath of Fire that just appear when you hit?

Oh, well, maybe in Voxhumana ;)
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Myroc




Joined: 13 Nov 2007
Posts: 13

PostPosted: Sun Dec 02, 2007 7:34 am    Post subject: Reply with quote

Quote:
Speaking of that, animating enemy graphics, like, just a couple frames at most.


Im surprised that the OHR hasnt supported it already. Animating creature should have come far earlier.

I really hate when seeing a human enemy just twitch instead of swinging a sword. Its really unrealistic.
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AdrianX
..yeah.




Joined: 13 Feb 2003
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PostPosted: Mon Dec 03, 2007 8:41 pm    Post subject: Reply with quote

..and while they're at it,why not add more attack frames too. Big grin
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Gizmog1
Don't Lurk In The Bushes!




Joined: 05 Mar 2003
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PostPosted: Mon Dec 03, 2007 9:22 pm    Post subject: Reply with quote

I know this is kind of a dumb request, but would it be possible to make .wav files importable as music? We can import them as sound effects, and it converts it to ogg anyway, but it's kind of inconvenient to import a wav, then export it as ogg, and then reimport it as music.

I also had some trouble with removing songs from the game, but I'm going to play around with that some more and figure things out before you should really take that too seriously. I probably am just dumb.
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pharo212




Joined: 29 Dec 2007
Posts: 52

PostPosted: Tue Jan 01, 2008 8:21 am    Post subject: Reply with quote

one thing i'd like is seperate hero animations for sleep, mute, and poison.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Thu Jan 03, 2008 10:15 pm    Post subject: Reply with quote

Gizmog1 wrote:
I know this is kind of a dumb request, but would it be possible to make .wav files importable as music? We can import them as sound effects, and it converts it to ogg anyway, but it's kind of inconvenient to import a wav, then export it as ogg, and then reimport it as music.

I also had some trouble with removing songs from the game, but I'm going to play around with that some more and figure things out before you should really take that too seriously. I probably am just dumb.


Is your RPG file unlumped? Not being able to delete music/sound effects from unlumped RPG's is a known bug.

It's kind of weird that you have wav's sitting around as music. It seems like a possibly one off problem? If not, maybe it should be changed. I personally think the really fundamental distinction made between sound effects and music in pretty much all sound libraries is a nuisance.
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Gizmog1
Don't Lurk In The Bushes!




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PostPosted: Wed Jan 23, 2008 11:47 am    Post subject: Reply with quote

I don't have them sitting around as music per se, but I'm intending to use some sound effects as music, with possibly annoying results. Like an avalanche, or a self-destructing space ship. Also, I think you're right, the file probably was unlumped. Thanks for the help on that
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Ronin Catholic
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Joined: 23 Jul 2007
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PostPosted: Wed Jan 23, 2008 1:48 pm    Post subject: Reply with quote

Thus far all my WAV and MP3 music has a 0% success rate at being translated to OGG when attempted to be imported in CUSTOM. I had to download another program specifically for turning WAVs and MP3s into OGGs in order to put any more sound effects in my games.
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Wed Jan 23, 2008 2:03 pm    Post subject: Reply with quote

I'd put money that you don't have the support files in place.
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Bob the Hamster
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Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Jan 23, 2008 3:32 pm    Post subject: Reply with quote

Ronin Catholic wrote:
Thus far all my WAV and MP3 music has a 0% success rate at being translated to OGG when attempted to be imported in CUSTOM. I had to download another program specifically for turning WAVs and MP3s into OGGs in order to put any more sound effects in my games.


you should have a folder named "support" in the same directory where custom.exe is located. It should contain oggenc.exe and madplay.exe

if they are missing, download them from http://hamsterrepublic.com/ohrrpgce/nightly/madplay+oggenc.zip
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Clamps
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Joined: 18 Jan 2008
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PostPosted: Wed Jan 23, 2008 11:11 pm    Post subject: Reply with quote

I'd kind of like a level cap, to go with the other stat caps, though I imagine the reason there isn't one is because it's easy to do by plotscripting.

What I'd REALLY like is some way to change how many spell slots you get for FF1-style spells.

I'm not sure how reasonable a request this is, but I'd like to see the item limit raised past 256. It's the only technical limit that could actually be restrictive, I think. (I wouldn't mind getting to use larger palettes, but I'm almost certain that's unreasonable).

In a less-enginey note, I really think some more basic tutorials would be nice. The engine is difficult to learn compared to, say, RPG Maker XP. It's not very intuitive I suppose someone could just make a "game" in which NPCs explained what things did, and showed off their effects. You have to figure out a lot of stuff on your own, as it is. Very steep learning curve.

This may be a weird thing to say, but I wouldn't mind the game.exe getting prettied up a little. I remember the first time I used it, I got scared away for a while because it's kind of imposing-looking. This is, obviously, a low-priority request (not to mention a vague one), but I think the engine's aesthetic design could really be improved upon. Perhaps someone with a better mind for design could elaborate on my vague feeling of unease whenever the main menu pops up.

Or is it just me?

ETA: I think what I'm trying to say is this: I've used OHRRPGCE, and RPG Maker XP. I consider OHR the better engine. But RPG Maker is far, FAR more user-friendly, especially to someone starting out. I know "Hey! Making an RPG is easy! I'll be done by Tuesday!" is probably not the reaction you're going for, but a lot of new kids get frustrated because they've having trouble getting started, and quit. I guess. I'm really having trouble putting this into words.
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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: Wed Jan 23, 2008 11:38 pm    Post subject: Reply with quote

Really -- you think so? I thought just the opposite, though new features are continuously added to the OHR in a manner that is less than elegant. If you want to make a vanilla RPG in OHRRPGCE, you go draw up some graphics, make up some maps, define some stats and attacks, and poof! You're done. I remember RPG Maker being more confusing to navigate, but then I never used XP, which might have a much nicer GUI.
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