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Soule X

Joined: 13 Sep 2004 Posts: 131 Location: Indiana
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Posted: Sat Sep 27, 2008 6:31 pm Post subject: What are some of the coolest/most helpful improvements? |
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I haven't used the engine for several years probably, and I see there are tons of updated features since then. Just wondering what some of the more notable improvements have been over the last couple years or so, if you can think of some. Or just throw me your favorites.
It would save me the time of filing through the massive update list.
Thanks in advance! |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Sat Sep 27, 2008 8:07 pm Post subject: |
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I'd say that sound effects have been the biggest change, followed closely by midi/ogg music and various limit increaces on items, spells, and NPCs. |
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Soule X

Joined: 13 Sep 2004 Posts: 131 Location: Indiana
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Posted: Sat Sep 27, 2008 8:36 pm Post subject: |
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Yeah I noticed those changes. That is nice compared to what I have been used to. Thanks for the input! |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Sep 27, 2008 8:48 pm Post subject: |
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Layers as well. Not only can you have tiles overlaying that don't look horrible, but you can have separate tilesets per layer, effectively increasing your the number of tiles you have available. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sun Sep 28, 2008 6:32 pm Post subject: |
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Yeah, but those are all aesthetic changes. I'd say the biggest functional change to the OHR has been the addition of customizable menus. This has expanded the possibilities of what we can do with custom alone, and minimal plotscripting, by an enormous amount.
Honestly, I would compare it to the raising of the map limit, and place it below only the introduction of plotscripting. The NPC limit lift will be another fairly huge change. I know people are clamoring about the textbox portrait thing, but I could really care less about that. More NPC IDs on a map is huge though.
Oh, I can't remember how old they are, but strings have been introduced as well, and that was a pretty big change. They require more plotscripting skill than variables, but are very helpful for many things. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Soule X

Joined: 13 Sep 2004 Posts: 131 Location: Indiana
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Posted: Thu Oct 02, 2008 6:26 pm Post subject: |
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I agree. Increasing the NPC count would be huge. I remember strings being added, but that was a good one. |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Thu Oct 02, 2008 6:34 pm Post subject: |
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Agreed. NPC Limit raising was a big deal to me, but I wasn't much vocal about it except in the thread that announced the raised limit. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Chenzi User was banned for this post

Joined: 02 Aug 2003 Posts: 190 Location: Grand Rapids, MI
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Posted: Thu Oct 02, 2008 7:15 pm Post subject: |
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The most helpful (and on the same level, least helpful, since it destroyed the use for all of the custom shit I made) stuff was all aethetic to me. Primarily portraits and borders.
Wait, wait, I want to change my answer! Layers. Layers are awesome. _________________ Allow me to preemptively disclose that I probably hate the person posting below, including myself. |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Fri Oct 03, 2008 12:38 am Post subject: |
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Well, depending how long its been since you've been here, there've been a lot of major innovations to the battle engine. Off the top of my head, there are status effects now, targeting stats other than HP/MP, disabling enemy slots that an attack can target, and a bunch of new bitsets. All of it adds up to a much greater level of customization for battle systems. _________________ My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah... |
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Soule X

Joined: 13 Sep 2004 Posts: 131 Location: Indiana
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Posted: Fri Oct 03, 2008 12:32 pm Post subject: |
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Yeah all those were in except the disabling of certain slots which I did notice. That is a very interesting addition. The battle options seem much improved. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Oct 07, 2008 9:26 am Post subject: |
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Oh yes, I had forgotten about some of the battle improvements. It has actually slowed me down quite a bit; I want to rethink how I handle the battles in my game. A key trait that has been added is preferred targets for certain attacks. I still don't know how I'm going to make full use of this... _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Tue Oct 07, 2008 4:05 pm Post subject: |
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So far I'm using preferred targets to make some weapons better than others, and I'm also using it as an AI balancer so I can get enemies to stop ganging up on weaker characters (this way I can make enemies harder without stupid results), but later on as enemies get new options they'll be using preferred targets more strategically: trying to mute Clerics/Mages, using Magic on Fighters/Adventurers, etc. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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