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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Sun Mar 30, 2014 3:32 pm Post subject: OHR Android/PC counterattack |
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Hi, I was playing ff5 on an android tablet and I seriously began missing OHR... sniff! So, I have two questions:
1. Is there really an OHR android? If yes, where can I download it?
2. Can you make PC's counterattack ala FF5 monks? That'd be awesome!
Sidenotes:
I have once again succeeded in making yet another unfinished game while I was away and I'm uploading it later as one of the games that was made but never took off (or never completed in the first place). I am now working on a new game again and I'm trying to stick to the engine this time without plotscripts outside OHR and keep the game simple and maybe I can deliver something finished. Oh and the entries for the last contest were awesome, I wish I was able to join lol
One more question:
I am making an assassin character which jumps like a dragoon. Now, his landing attack is user controlled as the skill is called 'ambush' and he is supposed to hide somewhere off-screen and only strike when the player feels it's time and chooses an attack command. Is there anything I can do to restrict the usage of items for the assassin when he's off-screen aside from instead chains? |
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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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Posted: Sun Mar 30, 2014 5:32 pm Post subject: |
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Yes! The android version is indeed real.
I don't have a nightly build for it set up yet, but there is a relatively recent build here: http://hamsterrepublic.com/tmp/ohrrpgce-game-android-debug.apk
It is also possible to package an OHRRPGCE game as a standalone apk, for example: https://play.google.com/store/apps/details?id=com.superwalrusland.ckane but that requires compiling from source, which I am happy to help out when people are ready to publish their finished games.
I don't know an easy way to disable "Item" when jumping, but I should definitely add a way. A while back I was planning to add the ability to disable battle menu items based on tags, but I didn't finish implementing it.
EDIT: oops, I missed a question! Right counterattacks only work for enemies, but I do plan to eventually add the same feature for heroes. |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Sun Mar 30, 2014 9:37 pm Post subject: |
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Huwaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!!!!!!!!!!!!!!!!!!! _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Tue Apr 22, 2014 5:53 am Post subject: |
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Hi, James, can ohr games be played in mac ios? |
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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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Posted: Tue Apr 22, 2014 7:20 am Post subject: |
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BlastedEarth wrote: | Hi, James, can ohr games be played in mac ios? |
Not currently.
In theory it is possible, but we haven't had time to work on porting it.
Also, the barrier for entry is a lot higher. To develop for Android all you need is an Android device and a free download of the SDK. You don't have to pay for a developer licence unless you want to publish on Google Play, and even that is only a one-time charge of $25
For iOS development you need to own an iOS device... but you also need to own a Mac. If you have a Windows or a Linux computer you can't really use it for development. Then just to be able to test your game on the iOS you need an apple developer licence, which costs $100 per year.
So to develop for iOS without having to pay, you have to go the Jailbreak route, which is a whole lot more work.
That is why all my porting energies have been focused on Android :) |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Tue Apr 22, 2014 7:38 am Post subject: |
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Bob the Hamster wrote: | BlastedEarth wrote: | Hi, James, can ohr games be played in mac ios? |
Not currently.
In theory it is possible, but we haven't had time to work on porting it.
Also, the barrier for entry is a lot higher. To develop for Android all you need is an Android device and a free download of the SDK. You don't have to pay for a developer licence unless you want to publish on Google Play, and even that is only a one-time charge of $25
For iOS development you need to own an iOS device... but you also need to own a Mac. If you have a Windows or a Linux computer you can't really use it for development. Then just to be able to test your game on the iOS you need an apple developer licence, which costs $100 per year.
So to develop for iOS without having to pay, you have to go the Jailbreak route, which is a whole lot more work.
That is why all my porting energies have been focused on Android  |
Lol that's a lot of hassle, I don't even own anything mac ^_^
Thanks for clearing things! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Apr 22, 2014 9:34 pm Post subject: |
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Was there any plan to (manually) distribute people's games to the Google Play or iOS stores for them, so that they don't have to pay the registration fees? I assume such a courtesy service would be restricted to free games to avoid payment hassles. I can't remember whether you mentioned such a thing or not. But it seems like it would be a lot of hassle to enter all the game information and distribute updates. The Google Play store allows adding team member accounts with limited permissions though.
It seems like signing the packages with keys shouldn't be a problem; we can distribute the utilities to let people do that themselves... for Android at least. _________________ "It is so great it is insanely great." |
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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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Posted: Wed Apr 23, 2014 6:19 am Post subject: |
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I can't recall if we discussed a plan like that before.
I still don't have a clear plan of how best to streamline Android distribution.
When I am packaging a game for someone, I just have to edit a few files, and run a script, but that method only works on Linux, and requires Android SDK+NDK, OHR source code, our Freebasic fork, our sdl-android fork, and possibly a few other things I am forgetting.
It would be nice to just take a copy of the generic ohrrpgce-game apk and add a rpg file, replace the icon file, and re-write a few configuruations like the package name, and then re-sign it... but I don't think that is a trivial task-- especially the part about changing the package name, since, as far as I can tell, that package name gets compiled into the Java code. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Apr 23, 2014 8:21 am Post subject: |
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We had two ideas on that. Mine was to distribute the pre-compiled .dex (Java) files and other files, write a small utility to patch in the correct package name (sounds crazy, but it would be very small). Aside from that the only utilities we would need to distribute would be to do the signing and zip alignment.
I think it was Seth who suggested creating a web service to compile the Java files instead. Everything else can still be done locally.
I'm not sure which would be less work. But I bet that the "everything else" part would still be the majority of the work. _________________ "It is so great it is insanely great." |
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Powerstar

Joined: 08 May 2014 Posts: 41 Location: Suva,fiji
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Posted: Fri May 09, 2014 9:28 am Post subject: dudes |
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Im a mac user im here to say it OHRRPGCE works fine. |
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