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what would you like to see in the next OHR update
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Mythril Man
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Joined: 10 Feb 2003
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PostPosted: Fri Mar 07, 2003 11:03 am    Post subject: what would you like to see in the next OHR update Reply with quote

I would like to see textbox faces able without scripting. I would also like to see more walkabout frames. If only James Paige was listening
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Fenrir-Lunaris
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PostPosted: Fri Mar 07, 2003 11:29 am    Post subject: Reply with quote

A function to manually set the max damage limit would be my only suggestion. I want attacks that do a nice standard number as their highest... like 9999.
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Mythril Man
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PostPosted: Fri Mar 07, 2003 11:32 am    Post subject: Reply with quote

That's a good one. Nice idea.
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Mythril Man
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PostPosted: Fri Mar 07, 2003 12:32 pm    Post subject: Reply with quote

Is this topic dead, or did i just post it at a bad time?

C,mon guys, you can think of something!
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Aethereal
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PostPosted: Fri Mar 07, 2003 2:38 pm    Post subject: Reply with quote

Bad time, and be patient. I want a working setherolevel(). 'Nuff said.
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Blazes Battles Inc.
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PostPosted: Fri Mar 07, 2003 2:56 pm    Post subject: Re: what would you like to see in the next OHR update Reply with quote

Mythril Man wrote:
I would also like to see more walkabout frames.


James actually said he could implement that if he wanted to, but it would lower the amount of available npcs per map to around fifteen or something because of DOS memory problems and all.
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Sephyroth
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PostPosted: Fri Mar 07, 2003 7:25 pm    Post subject: Reply with quote

I thought it'd be cool that if the a battle music and map music were the same on the map, the music shouldn't stop when a battle starts, but keep going. (i.e. Floating island in FF6, Zanarkand in FFX, etc...)
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Fenrir-Lunaris
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PostPosted: Fri Mar 07, 2003 10:59 pm    Post subject: Reply with quote

Here's a set of nifty ideas. Have fun drooling over them.

Ability to alter the EXP required for each level.

Damage done to enemies that is considered overkilling them carries over to any enemies they susequently spawn (useful for major bosses that have over 32767 HP)

Ability to alter or remove the "victory" music after a battle.

Special "death" animation for enemies that have the "boss" bitset enabled

Poison type status effects carry over from one battle to another.

Ability to change from having no catapillar party to having it enabled IN game (for scenes, where the rest of the party just seems to "come out" from the hero's position)

And two final thoughts....

FIX THE BLOODY PRINTSCREEN IN CUSTOM WHEN USING XP.

If XP only emulates DOS, does that mean that the available memory for DOS games is inherantly increaced? If so, what is the potential for such a thing??
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PostPosted: Fri Mar 07, 2003 11:03 pm    Post subject: Reply with quote

You can make a death animation for bosses - Origin pulled that off quite nicely.
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Squall
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PostPosted: Sat Mar 08, 2003 3:14 am    Post subject: Reply with quote

My wishlist:

*Faces in the textbox without scripting
*Some color options in the editor (more sprucy menus)
*Levels past 99
*Ability to make sub menus in the "pause screen"
*Greater number of hero animations in battles (how would that affect the battles?)
*Volume changes in songs
*Sound effects
*Battlescripting
*Custom Battle transitions (instead of just fading out)
*Cutscene editing (like in RPG Maker for the PSX)
*Multiple layers in maps.
*Ability to change the default controls.
*A really good OHR tutorial

Yes, I'm not stupid. I know that most of the things mentioned here are completely impossible...but hey, I can dream, can't I?
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PostPosted: Sat Mar 08, 2003 3:27 am    Post subject: I know James is out there somewhere, looking down on us... Reply with quote

Things I want-
Larger attack graphics,
summons (without using all of the elements)
another frame for enemies (attack frame)
Plotscripting in battle
one million dollars

I'm fairly happy about how the gameplay works. A bit more flexibility with the battle system would be nice.
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PostPosted: Sat Mar 08, 2003 3:43 am    Post subject: Reply with quote

I think I should mention something.

YOU ARE NOT GETTING MORE BATTLE GRAPHICS (i.e. bigger spells, new frames, etc.). THE MEMORY FOR THAT IS COMPLETELY USED. IF HE ADDED MORE FRAMES LIKE THAT, HE'D HAVE TO REMOVE FRAMES FROM OTHER THINGS.

I felt like doing that because more than once stuff like this has been suggested, and the same response is given each time. Sigh.
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Mythril Man
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PostPosted: Sun Mar 09, 2003 5:51 am    Post subject: Reply with quote

Alright, i just thought of some new ideas. Here they are...

1.) Test the game without having to exit custom completely (Option that says "Test" or something similar)

2.) An option that lets you load another persons file on the game aswell as your own ollowing you to trade items / battle with eachother

3.) An option that implements shading by the press of a button (Tile with "S" on it changes pallet to darker)

that's pretty much it Oookay...
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PostPosted: Sun Mar 09, 2003 6:10 am    Post subject: Reply with quote

A semi-transparent section on the palette would be nice. Merging two colors might be hard in DOS though...
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fyrewulff
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PostPosted: Sun Mar 09, 2003 6:22 am    Post subject: Reply with quote

even if James wanted to exceed the limit of 640k (even actual DOS can exceed this limit; I think it can handle up to 80 megs of memory or somesuch) , at the time his QBasic compiler was made, only 640k of memory existed (or was comercially feasible). So it won't let him go past 640k of memory. And he doesn't even have all 640k to work with, since more than likely you'll have DOS drivers loaded somewhere.

in fact, the OHR fakes having more memory available by writing things to and reading from the harddrive. For example, once a battle starts, it writes the game's status up to that point, reads the battle info into memory, then loads the battle. once the battle is over, it goes out of battle, writes all that information out, loads up the walkabout stats and stuff, and continues on.

in fact, the original HSpeak compiler was written in QBasic, and it really grinded some people's harddrives because it wrote and read the drive so much.
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