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arpgme
Joined: 16 Oct 2006 Posts: 20
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Posted: Sun Dec 14, 2008 3:06 pm Post subject: My Ohrrpgce Suggestions |
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*Add more choices for text boxes
*Make enemies viewable (like EarthBound or the Mario RPG games)
*Make Ohrrpgce Unicode (games can be in Chinese, Korean, etc.)
What do you think? |
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Joe Man

Joined: 21 Jan 2004 Posts: 742 Location: S. Latitude 47°9', W. Longitude 123°43'
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Posted: Sun Dec 14, 2008 3:18 pm Post subject: |
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I'm not involved in OHR production, but
I believe that text box improvements are under way (there was a recent discussion about the number of choices they allow, and I believe I read something about the entire system being revamped)
Enemies can be visually formatted any way you want. For example, you can make the heros invisible (by not inserting hero graphics) and make the enemy sprites facing the screen.
I'll leave unicode to the programmers. I don't believe OHR has a southeast asian audience right now. On the other hand, does that mean we should get one? _________________ "Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones
Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Sun Dec 14, 2008 3:21 pm Post subject: |
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For the moment, you can fake choice boxes with more than two choices with the Menus function.
I'm not really sure what you mean by your second bullet. _________________ Calehay |
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arpgme
Joined: 16 Oct 2006 Posts: 20
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Posted: Sun Dec 14, 2008 3:27 pm Post subject: |
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Joe Man wrote: | I'm not involved in OHR production, but
I'll leave unicode to the programmers. I don't believe OHR has a southeast asian audience right now. On the other hand, does that mean we should get one? |
Yes, definitely.
Calehay wrote: | For the moment, you can fake choice boxes with more than two choices with the Menus function.
I'm not really sure what you mean by your second bullet. |
EDIT: I apologize, I meant make the enemies viewable on the field so that you won't randomly go into battle
Last edited by arpgme on Sun Dec 14, 2008 3:46 pm; edited 1 time in total |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sun Dec 14, 2008 3:29 pm Post subject: |
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That... was your third bullet.
You can edit the font, but I don't think multiple fonts are supported.
As for making enemies appear on the map, you can do that easily with NPCs. _________________
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Joe Man

Joined: 21 Jan 2004 Posts: 742 Location: S. Latitude 47°9', W. Longitude 123°43'
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Posted: Sun Dec 14, 2008 3:35 pm Post subject: |
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. . . that was a very blonde moment of me. Yes, yes, use NPCs and make them activate battles when they touch you. I don't know if there's a good way of letting them sneak up on you for a round bonus though. _________________ "Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones
Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total |
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arpgme
Joined: 16 Oct 2006 Posts: 20
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Posted: Sun Dec 14, 2008 3:48 pm Post subject: |
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Joe Man wrote: | . . . that was a very blonde moment of me. Yes, yes, use NPCs and make them activate battles when they touch you. I don't know if there's a good way of letting them sneak up on you for a round bonus though. |
I've tried it. The problem is, whenever you finish the battle you'll go back in battle most of the time since the NPC is on touch for automatic battle |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sun Dec 14, 2008 3:49 pm Post subject: |
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You have to delete the NPC in question when he touches you. You can use a script to do this (via destroy npc, in which case he'll return when you revisit the map) or you can make it a single-use NPC (in which case he won't). _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Dec 15, 2008 7:01 am Post subject: Re: My Ohrrpgce Suggestions |
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arpgme wrote: | *Add more choices for text boxes |
Hopefully
arpgme wrote: | *Make enemies viewable (like EarthBound or the Mario RPG games) |
This is very easy, as Moogle said
arpgme wrote: | *Make Ohrrpgce Unicode (games can be in Chinese, Korean, etc.) |
Where are you going to find 8x8 fonts for unicode copepages? Not to mention the fact that huge parts of the OHR would have to be rewritten.
However, I'm interested in a (Brazilian) Portuguese port, with accented characters in the font. _________________ "It is so great it is insanely great." |
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arpgme
Joined: 16 Oct 2006 Posts: 20
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Posted: Fri Apr 08, 2011 12:49 pm Post subject: |
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I would also like bigger sprite, why are they so small? If they were bigger then probably we could use RPG Maker sprites. |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Fri Apr 08, 2011 3:45 pm Post subject: |
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arpgme wrote: | I would also like bigger sprite, why are they so small? If they were bigger then probably we could use RPG Maker sprites. |
That's soooo backwards
I think 20x20 walkabouts and 32x40 hero graphics are a good base for creativity to begin, by not conforming to the expected norms such as 16x16, the designer will be hard pressed to find (non-OHR) sprites that neatly fit the canvas.
However, larger sized sprites would be nice, or at least allowing a backdrop to be used as an attack graphic (if we had an transparency/alpha channel on backdrops that is, I'd love to see the day that happens). |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Fri Apr 08, 2011 3:53 pm Post subject: |
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You can easily make bigger sprites using slices, just anchor them to the walkabout sprites. |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Apr 08, 2011 11:01 pm Post subject: Re: My Ohrrpgce Suggestions |
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arpgme wrote: | *Add more choices for text boxes |
We're planning to rewrite textboxes sometime after the next release, so that can finally be added
Quote: | *Make Ohrrpgce Unicode (games can be in Chinese, Korean, etc.) |
Revising my previous answer: this would no longer be too difficult thanks to RELOAD and a text rendering rewrite (and after lots of thought, seems to be easier than I had expected). I'm interested in expanding the font to more than 256 characters, and using the extra space for a default set of accented latin characters which can be typed normally (that idea could be extended user-specified ranges of unicode). But since nobody is actively asking for that, it's really low priority. _________________ "It is so great it is insanely great." |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Sat Apr 09, 2011 1:07 am Post subject: Re: My Ohrrpgce Suggestions |
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The Mad Cacti wrote: | Revising my previous answer: this would no longer be too difficult thanks to RELOAD and a text rendering rewrite (and after lots of thought, seems to be easier than I had expected). I'm interested in expanding the font to more than 256 characters, and using the extra space for a default set of accented latin characters which can be typed normally (that idea could be extended user-specified ranges of unicode). But since nobody is actively asking for that, it's really low priority. |
I'm all for this in a huge way the Latin characters would be very handy for making fantasy town and character names from dot, increasing the font character limit over 256 would be a god send paired with the now-much-larger-amount-of-items-and-elements we have  |
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