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At long last... the true form of HORGOTH is revealed!!
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sat Dec 09, 2006 12:55 am    Post subject: Reply with quote

AdrianX wrote:
..will there be an ohrrpgce wii? :O


Read
http://gaming.engadget.com/2006/12/05/use-wiimote-as-windows-mouse-destroy-all-personal-productivity/

With a working Windows(or linux) mouse driver for the Wiimote, it ought to be theoretically possible to make a motion-controlled OHR game ;)
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Joe Man




Joined: 21 Jan 2004
Posts: 742
Location: S. Latitude 47°9', W. Longitude 123°43'

PostPosted: Sat Dec 09, 2006 5:34 am    Post subject: Reply with quote

Hasn't sensor bar compatibility recently been added?
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Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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Valigarmander
Bye-Bye




Joined: 04 Mar 2006
Posts: 750
Location: Nowhere

PostPosted: Sat Dec 09, 2006 9:19 am    Post subject: Reply with quote

A motion-control OHR game...

*splurt*

Great, now I have to change my pants.
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LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Sun Dec 10, 2006 8:06 am    Post subject: Reply with quote

I love the classic NES game box/poster design you've done. That's a great, creative way to show us a sneak peak. I remember spell shard... Wonder if I have the demo or something in my old games folder. *is talking to himself*
Good quality stuff. Looks exactly like one of the FFs. Like the 3rd or 4th.
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Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...

---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. "
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FyreWulff
Still Jaded




Joined: 02 Apr 2005
Posts: 406
Location: The Internet

PostPosted: Tue Dec 12, 2006 3:43 pm    Post subject: Reply with quote

The Mad Cacti wrote:
FyreWulff wrote:
Does it still use that walk-in-place script I wrote for you back in like 992 BC


Code:
script, oldschoolwalk, begin
  variable (local1, local2, local3, local4)

  local2 := 0
  while (1) do, begin
    for (local1, 0, 3) do (setheroframe(local1, local2))
    for (local3, 0, 35) do, begin
      for (local4, 0, NPCcopycount(local3)) do (setNPCframe(NPCreference(local3, local4), local2))
    end
    if (local2) then (local2 := 0) else (local2 := 1)
    wait(5)
  end
end


Heh, I'd forgotten about that.


Nope, because when I wrote it you couldn't use :=, and it had one variable
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Gizmog1
Don't Lurk In The Bushes!




Joined: 05 Mar 2003
Posts: 2257
Location: Lurking In The Bushes!

PostPosted: Tue Dec 12, 2006 7:27 pm    Post subject: Reply with quote

FyreWulff wrote:
The Mad Cacti wrote:
FyreWulff wrote:
Does it still use that walk-in-place script I wrote for you back in like 992 BC


Code:
script, oldschoolwalk, begin
  variable (local1, local2, local3, local4)

  local2 := 0
  while (1) do, begin
    for (local1, 0, 3) do (setheroframe(local1, local2))
    for (local3, 0, 35) do, begin
      for (local4, 0, NPCcopycount(local3)) do (setNPCframe(NPCreference(local3, local4), local2))
    end
    if (local2) then (local2 := 0) else (local2 := 1)
    wait(5)
  end
end


Heh, I'd forgotten about that.


Nope, because when I wrote it you couldn't use :=, and it had one variable


Proving once more that nobody needs Fyre for ANYTHING.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Dec 18, 2006 5:58 pm    Post subject: Reply with quote

FyreWulff wrote:
The Mad Cacti wrote:
FyreWulff wrote:
Does it still use that walk-in-place script I wrote for you back in like 992 BC


Code:
script, oldschoolwalk, begin
  variable (local1, local2, local3, local4)

  local2 := 0
  while (1) do, begin
    for (local1, 0, 3) do (setheroframe(local1, local2))
    for (local3, 0, 35) do, begin
      for (local4, 0, NPCcopycount(local3)) do (setNPCframe(NPCreference(local3, local4), local2))
    end
    if (local2) then (local2 := 0) else (local2 := 1)
    wait(5)
  end
end


Heh, I'd forgotten about that.


Nope, because when I wrote it you couldn't use :=, and it had one variable


The decompiler automatically makes use of :=.
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