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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: Fri Jun 15, 2012 5:42 pm    Post subject: New stable release! [Alectormancy+2] |   |  
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				| http://rpg.hamsterrepublic.com/ohrrpgce/Downloads 
 
  	  | whatsnew.txt wrote: |  	  |  	  | Code: |  	  | * New Features * Adjustable global HP thresholds for hero and enemy Weak states
 (hero graphics and enemy desperation attacks) [Adam Perry]
 * New in-game debug key: CTRL+F4 to view/edit/export the slice
 tree with the slice collection editor [Ralph]
 * A general game option to change how the inventory Autosort
 option works [Ralph]
 * Master Palettes menu: added export option [Ralph]
 * Play-as-you-edit, AKA live previewing of games, with a new
 "Test Game" option in Custom. Still unfinished! [Ralph]
 * New debug key: press F5 in-game to access a menu where you can
 reload various game data. Most useful when live-previewing a
 game. The old F5 and Ctrl+F5 debug keys (free camera movement)
 have been changed to F7 and Ctrl+F7. [Ralph]
 * Ctrl+S in the map and tileset editors immediately saves.
 (Moved old Ctrl+S (paint the screen) to Ctrl+W (ie. paint the
 "window")) [Ralph]
 * New general bitset "Attacks will ignore extra hits stat" [James]
 * NPCs can now be assigned avoidance (wall) zones as well as
 movement zones. The avoidance zones have precedence. [Ralph]
 * Default NPC movement and avoidance zones can be set in the
 General Map Data menu [Ralph]
 * Distribute Game menu, where you can automatically package your
 game to distribute to other people. [James]
 * Distribute as Zip file
 * Distribute as Windows installer
 * Distribute as Debian Linux package
 * Script trigger log: press CTRL+F10 in-game to cause triggered
 scripts (not called from other scripts) to be logged to
 script_log.txt. It might help to restart/reload the game
 after enabling it if running scripts are missing. [Ralph]
 * Formation sets can now be disabled by tag conditions [Ralph]
 * Partial Unicode support, currently limited to the Latin-1
 character set:
 * A new default font which includes the Latin-1 characters
 * Your operating system's native keyboard layout/text inputting
 methods are used when entering text, both in Game and Custom.
 The input is restricted to Latin-1, though of course you'll
 need the characters in your font to see them.
 (Does not work with the gfx_fb backend).
 * Support for non-ASCII filename encodings while browsing
 * HSpeak has better, full Unicode support. It automatically
 recognises the encoding as ASCII/Latin-1, UTF-8, or UTF-16.
 Script names and strings are dumbed down to Latin-1 on import.
 [Ralph]
 * New general bitset "Don't divide experience between heroes" [James]
 
 * Bugfixes
 * Wrong names used for reserve party heroes who level during
 battles [Ralph]
 * In the map editor, tile 0 on map layers did not correctly become
 transparent after swapping map layers [Ralph]
 * Fixed a whole lot of things which failed to immediately update
 tags they were meant to (eg. the "unequip" and "items menu"
 commands). Also tag changes didn't immediately update disabled
 menu items and often didn't update disabled NPCs [Ralph]
 * Menus didn't resize or scroll properly/immediately after items
 were added/removed/enabled/disabled/selected, and similarly
 the "set menu max rows" command was broken [Ralph]
 * You can now type negative numbers more naturally. No need to
 type a positive number and toggle it negative [James]
 * NPC definitions weren't being saved by "save map state" and
 the "Remember NPC data" option, and "delete map state" didn't
 work on NPC locations/instances [Ralph]
 * 'Set target stat to %' attacks were being affected by the damage
 cap [Ralph]
 * Harm tile mess:
 * Harm tiles didn't affect non-visible heroes when the
 caterpillar party was disabled (fix enabled only with "Harm
 tiles harm non-caterpillar party" general preference bitset)
 * Didn't trigger when crossing over them using walkhero with
 distance more than 1 [Ralph]
 * "export globals" was broken in strange ways [Ralph]
 * "input string" would hide string 0 instead of the one it was
 meant to; also changed the way the 'center' and position
 arguments behave to make more sense [Ralph]
 * Bug 942: Attacks didn't chain if they depended on a tag with
 ID >= 128 [San]
 * It was no longer possible to import BAM files [Ralph]
 * In-battle music option 'silence' acted the same as 'same as
 last map'. Broken since xocolatl! [Ralph]
 * When "camera follows NPC" was used the camera lagged one tick
 behind the NPC [Ralph]
 * The pause key didn't pause battles anymore [Ralph]
 * Bug 945: Attacks used from a hero's spell list out-of-battle
 used the average party stats instead of that hero's [Ralph]
 * Fix ${C#} codes in textboxes which have been (embarrasingly)
 broken for as long as the feature has existed [James]
 * Bug 956: gfx_directx: graphics could be mangled at startup
 until the window is resized [Jay]
 
 * New Plotscripting Stuff
 * You can now have global variables up to 16383 instead of 4095
 [James]
 * Slice velocity commands to make a slice move automatically at
 pixels-per-tick speeds. [James]
 * Slice movement commands to make a command move to a target
 position over a desired number of ticks. [James, Ralph]
 * "wait for slice" command to make the script wait for slice
 movement [James]
 * New "Ellipse" slice type, and related commands [James, Ralph]
 * "NPCstat: default movement zone" constant for "read/alter npc"
 * "assert" [Ralph]
 * "menu item true slot", "menu item by true slot" [Ralph]
 * "get hero slice" and "get NPC slice" commands [James]
 * "get door x", "get door y", "get door destination id",
 "get door destination map", "door is active" [Mogri]
 * "get attack caption" [Mogri]
 * "get rect fuzziness", "set rect fuzziness" [Ralph]
 * "textbox line" replaces "string from textbox", fixing the
 broken 'expand' argument and adding 'strip' argument [Ralph]
 * "get slice text" [Ralph]
 * "get input text" (and "enable input text") which obsoletes
 "last ascii" [Ralph]
 * "get hero hand x", "get hero hand y", "set hero hand x",
 "set hero hand y", "get default hero hand x",
 "get default hero hand y" [James]
 * Increased number of strings to 100 (0 to 99) [Ralph]
 
 * Stuff Only Developers Will Notice
 * Certain special engine-related Slices are marked as protected
 to indicate that plotscripts are not permitted to delete or
 reparent them.
 * New comand-line options:
 -autosnap N         Automatically save a screen snapshot every N ticks
 -runfast            Run quickly (without speed control)
 -autotest           Run quickly and write screenshots on _checkpoints
 -recordinput file   Record keyboard input to a file
 -replayinput file   Replay keyboard input from a previously recorded file
 -no-native-kbd      Use US keyboard layout instead of OS-based text input
 
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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: Fri Jul 27, 2012 8:33 am    Post subject: |   |  
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				| And we have a +1 release. Here are the additional bugfixes: 
 
  	  | Code: |  	  | July 27 2012 [Alectormancy+1]
 
 * Bugfixes
 * Fix the arrow key problem in Custom on Mac OS X
 * Fix new enemy formations being filled with enemy 0 instead of
 empty slots
 * NPCs that are intended to disappear when a text box advances
 no longer disappear when it first opens.
 * Mac OS X version now defaults to your Documents folder instead of
 defaulting to the Applications folder
 * Fix "Distribute Game as Mac OS X App" when running on Windows
 * Fix "Distribute Game as Debian Package" when running on Mac OS X
 * Fix "Distribute Game as Windows Installer" when running from
 Linux+Wine
 * Fix distribute failures caused by trying to download support
 utilities into read-only locations.
 * Use curl when wget isn't available
 
 * Update to Vikings of Midgard
 
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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 Jul 31, 2012 12:36 pm    Post subject: |   |  
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				|  	  | Code: |  	  | July 31 2012 [Alectormancy+2]
 
 * Bugfixes
 * An arrow key fix from Alectormancy+1 broke adding new sprite
 sets in the sprite editor. This release fixes it properly.
 
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		| Sparoku Pyrithea Amethyst.
 
 
 
  
 Joined: 02 Feb 2004
 Posts: 467
 Location: Washington State
 
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				|  Posted: Sun Jan 06, 2013 7:59 pm    Post subject: |   |  
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				| I'm a bit late saying this, I know, but I LOVE the test game feature! It's seriously a HUGE help!!! _________________
 "There will always be people who will tell you they hate what you made, or like what you made, and will tell you that what you did was wrong or right."
 My Discord ID: SparDanger#0305
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		| Soule X 
 
 
  
 Joined: 13 Sep 2004
 Posts: 131
 Location: Indiana
 
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				|  Posted: Fri Jan 25, 2013 1:34 am    Post subject: |   |  
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				| Features that have already helped me considerably... 
 
  	  | Quote: |  	  | * Master Palettes menu: added export option | 
 
 Awesome to be able to easily edit and import your palettes.
 
 
 
  	  | Quote: |  	  | "Test Game" option in Custom | 
 
 I didn't realize this was a brand new feature since I just came back to the engine recently. Absolutely the best feature. I found out that it updated in real time on accident when I was fiddling with some graphics. I about fell out of my chair. Very nice to be able to tweak placement of certain graphics and whatnot on the fly!
 
 
  	  | Quote: |  	  | * Slice movement commands to make a command move to a target
 position over a desired number of ticks.
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 James told me about this one, and it's really helped me a lot already.
 
 Very nice update. I appreciate that you all are still putting time and effort into making the engine better. That's what makes it so great to me. I didn't bother checking the new features since I figured after being gone so long there would be too many to go through. But I definitely will look from now on!
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		| TMC On the Verge of Insanity
 
 
 
 
 Joined: 05 Apr 2003
 Posts: 3240
 Location: Matakana
 
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				|  Posted: Fri Jan 25, 2013 5:38 am    Post subject: |   |  
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				|  	  | Soule X wrote: |  	  | I found out that it updated in real time on accident when I was fiddling with some graphics. | 
 
 Maybe that could be clearer. To be fair you are prompted to read the help page when you use it. But I didn't know what to call this feature, so it's called "Test game", "Live previewing" and "Edit as you play" in different places. Hmm maybe I could change the menu item to "Live preview game"...
 _________________
 "It is so great it is insanely great."
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		| Soule X 
 
 
  
 Joined: 13 Sep 2004
 Posts: 131
 Location: Indiana
 
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				|  Posted: Fri Jan 25, 2013 7:53 am    Post subject: |   |  
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				| Yeah, I didn't read anything about it, so it was my own fault. But just going off the menu name "Test Game" I just thought it was a faster way to start the game up to test it along with some debug keys. |  | 
	
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