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A simple proposal.
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Chaos Nyte
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Joined: 03 Jan 2003
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Location: Hirakata

PostPosted: Wed Mar 31, 2004 1:06 am    Post subject: A simple proposal. Reply with quote

Over the last few days I’ve been inquiring to a few of the more advanced plotscripters I know over the possibility of a zelda-style battle engine in OHR, one where the enemy wouldn’t harm you by simply walking past the player, where the attacks were pixel based, and without lag. To my surprise, most of my friends replied that such a thing was probably possible on OHR, but they really didn’t know. Now, what occurs to me is that while we have some great examples of OHR side-scrollers, tactical battle engines, shooters, and even a one or two zelda-style battle engine games, no one has ever really bothered to create a tutorial game designed to help others create similar games.

Personally, I feel this is a great crime against the OHR. Playing Baby Bob and being unable to decipher the plotscripting involved, gasping in awe at Trailblazers, and wondering if Smokey Mcgoo could have been given a smoother engine seem to me to be all fairly simple goals to work towards.

Therefore, I would like propose the creation of an advanced team of OHRers who are willing to create a series of simple tutorial games that mimic the above game styles and give other OHRers easy to understand instructions. The games would be fairly short, with the specific goal of helping other OHRers expand their game design abilities.

So is anyone interested in offering their skills to the creation of such a team? Are their any specific engine types you’d like to see shown off in a tutorial game?
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Gizmog1
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Joined: 05 Mar 2003
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PostPosted: Wed Mar 31, 2004 1:19 am    Post subject: Reply with quote

This really seems like an idea that could produce some really great games. Naturally, this is also going to mean some really lame ones to go with it, but that's the way the ball bounces. I mean, think of what you can do with a basic sidescroller engine. Ninja Gaiden, Metroid, Castlevania, Robocop 2, Megaman, Super Mario, Kirby, Clu-Clu land. The possibilites are endless.

I'm not sure I'd like to support the project, and dive right in, but If I could be of any assistance as a "Troubleshooter" for the plotscripting, I'd do whatever Ican.
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RedMaverickZero
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PostPosted: Wed Mar 31, 2004 2:31 am    Post subject: Reply with quote

The boss battle scripts and the enemy code for SmokeyMcGoo was insane. With well over 4000 lines of script made in just 528 Hours too. I am still curious to know how my own team mate, Worthy, accomplished this. But for the most part it is very complicated and short game or not, it's still gonna be hard to understand. And you can explain the whole concept of it, but the boss battles are a different story. Because they are an entirely different kind of confusion. The final boss in SmokeyMcGoo had a great concept but had a lot of bugs for some odd reason. You'd have to get a really dedicated team CN.
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Chaos Nyte
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PostPosted: Wed Mar 31, 2004 5:44 am    Post subject: Reply with quote

The aim of creating these tutorial games will not be to give step by step instructions in the creation of the gameplay system the player wants, but to create a fully functioning system the player can use. So, for instance the creation of a platformer plotscript for OHR will be handled by the team, but their will be documentation on how to alter simple aspects of the script. So a user will be able to easily locate and alter important areas, such as how high the character can jump, fast they can walk, and how many hits the enemy needs to take, without having to muddle through building the entirity of the engine themselves.

And yes, I'm aware it will be a lot of work, but I've got my fingers crossed that a few OHRers will be able to give up some of their time for the betterment and future of the entire community and engine itself. We'll be able to take small steps in the creation process, so their shouldn't be any overwealming.
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Fenrir-Lunaris
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PostPosted: Wed Mar 31, 2004 10:31 am    Post subject: Reply with quote

Of course, I'd like to contribute the graphics for these tutorial games, if you don't already mind.
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RedMaverickZero
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PostPosted: Wed Mar 31, 2004 11:56 am    Post subject: Reply with quote

I'd like to help with graphics too if I can. So Fen isn't overloaded and I get to have some fun with it too. Since all the scripting I know is minor.
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Uncommon
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PostPosted: Wed Mar 31, 2004 8:11 pm    Post subject: Reply with quote

I might help, but I'm a bit busy scripting a custom battle system...
Still, it would be interesting to work on such a beast.
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Flamer
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Joined: 04 Feb 2003
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PostPosted: Thu Apr 01, 2004 2:48 am    Post subject: Reply with quote

It'll be cool to see this come out.
I'm too busy with university work right now...

I've finished programming my battle system, now I just need to program attacks in and I'm uploading it.
My mid-semester break starts in two or three weeks, so hopefully I'm not too distracted by other things (like parties Raspberry! I'm still having parties though) Smokin'
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AdrianX
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Joined: 13 Feb 2003
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PostPosted: Thu Apr 01, 2004 3:01 am    Post subject: ..me too! Reply with quote

..me too!i will help workin on the graphicz..coz Crescent Dream Official Demo is almost done..juz PM me ok?
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RedMaverickZero
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PostPosted: Thu Apr 01, 2004 3:08 am    Post subject: Reply with quote

Just let us know when and what you're planning on making the graphics people do CN. Lil heads up never hurt anyone ya know.
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Setu_Firestorm
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PostPosted: Thu Apr 01, 2004 5:17 am    Post subject: Reply with quote

Yay! Finally a way for illiterate people like me to understand how to make a good side-scroller.

I'd really love to help with music, but I honestly have way too much on my plate to add that to it right now.

...But, you all are free to use any of the soundtracks I have up on the gamelist if you want to.

(((Inner Setu: I'm sure you all knew that, though. Raspberry! )))
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Chaos Nyte
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PostPosted: Thu Apr 01, 2004 5:44 am    Post subject: Reply with quote

So we have the following artists-
Fenrir, Red, and Adrian.

The following plotscripters-
Gizmog1, Uncommon, and Flamer.

And Setu on music.

What an amazing turnout. What's even more amazing is that most of you freely admit to time constraints, which is great. It's wonderful to see a group of people who don't try to fool themselves in how much time they can devote to a project.

Now, I'm assuming that your pledges to help are solid and regardless of what'd you'd like to see first out of his series of tutorial games, you're willing to work on them in whatever order.

As I see it, their are four main types of games we should be aiming for-
1. Platformer
2. Zelda-Style
3. Tactical (Shining Force, Final Fantasy Tactics, Advanced Wars)
4. Shooter

I discussed this with Gizmog, and we both agree that a Tactical RPG engine is in most probable range of possiblities, so while our two votes go there, what do you feel should be the first engine type created? Please state your reason and why, and what, if any, experience you have in the creation of such a system. Basically, most convincing arguement wins.
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Fenrir-Lunaris
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PostPosted: Thu Apr 01, 2004 6:36 am    Post subject: Reply with quote

I'll contribute the graphics for the shooter section. Honestly with all my other projects, I'd be lying to even say I have time for this, but I'll contribute SOMETHING since I said I would.

By the way... can we consider this the "CP Premade RPG file"?
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Aethereal
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PostPosted: Thu Apr 01, 2004 6:45 am    Post subject: Reply with quote

I vote tactical, if only because I have a lot of ideas on paper that I haven't been able to implement into a game using such an engine. I'd like to help you out on some stuff, but I'm not as good a plotscripter as the others (despite me daring to do a Chrono Trigger battle engine once) and I don't have time. Sorry. :\
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jabbercat
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PostPosted: Thu Apr 01, 2004 9:05 am    Post subject: Reply with quote

Im not sure how useful I would be to you, but if I can help script I shall.
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