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Love for Xocolatl
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Thu Sep 25, 2008 12:53 pm    Post subject: Love for Xocolatl Reply with quote

I need help with testing for the next stable release, Xocolatl. There are already many new features and bugfixes.

I want to release the Xocolatl stable release somewhere close around october 1st, but for that to be possible, I need lots of people to post here and tell me "I tested [gamename] with the latest nightly build, and I couldn't find any serious bugs"
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The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Thu Sep 25, 2008 4:12 pm    Post subject: Reply with quote

Hero names in the Spell list are still having that problem when the text box is too small.

edit: Also, my right shift isn't working in the text box editor.
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Fri Sep 26, 2008 12:02 am    Post subject: Reply with quote

The Xocolotl release of Vikings won't be ready for some time. May I recommend you postpone it until sometime after Halloween? This is because many new games are made for the annual contest, and most of them would make spiffy test cases to work with the Xocoltl version. There will also be a certain "something" being released for Hamsterspeak this month which should be put in Xocolotl, or at least be hosted on the wiki for newbies to download and practice with. I think you'll know what it is when you see it. Trust me, it is awesome in a can.

On a related note, the sooner we have a (decent) working sprite export feature, the sooner I can rip ALL of Viking's sprites for public use. It would probably be best to make absolutely everything available for newbies to pick through in a "full blown" version of Yggdrasil.

On a further note, Yggdrasil should ALSO include Wandering Hamster as well. Hint hint!
Big grin
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Fri Sep 26, 2008 8:49 am    Post subject: Reply with quote

The Drizzle wrote:
Hero names in the Spell list are still having that problem when the text box is too small.


Fixed.

The Drizzle wrote:
edit: Also, my right shift isn't working in the text box editor.


Hmmm... works fine for me. What about editing other strings besides in the textbox editor? Like global strings, or enemy names?

Fenrir-Lunaris wrote:
The Xocolotl release of Vikings won't be ready for some time. May I recommend you postpone it until sometime after Halloween?


That is a heck of a long delay when we are already so stable. I hate to not be able to work on any new stuff next month just because I was worried about breaking stability for Xocolatl.

Fenrir-Lunaris wrote:
This is because many new games are made for the annual contest, and most of them would make spiffy test cases to work with the Xocoltl version. There will also be a certain "something" being released for Hamsterspeak this month which should be put in Xocolotl, or at least be hosted on the wiki for newbies to download and practice with. I think you'll know what it is when you see it. Trust me, it is awesome in a can.


Hmmm... you have my curiosity!

Fenrir-Lunaris wrote:
On a related note, the sooner we have a (decent) working sprite export feature, the sooner I can rip ALL of Viking's sprites for public use. It would probably be best to make absolutely everything available for newbies to pick through in a "full blown" version of Yggdrasil.


That will definitely be a post-Xocolatl feature. I had hoped to do it sooner, but when I looked closer at the code, I realized I would need to do a lot of evil pointer work, and a heavy cleanup of the entire sprite editor, which both introduce a danger of instability, so I want to do a stable release for the textbox borders, hero portraits, and ogg-silence-crash bug.

But I can see you have your heart set on Yggdrasil being the version that has the "full blown" Vikings of Midgard. I will break with the usual naming conventions if need-be to make sure that happens. Yggdrasil OHRRPGCE and Yggdrasil VoM will co-incide, even if I have to re-name the "Y" release, and release a non-alphabetical release afterwards

Fenrir-Lunaris wrote:
On a further note, Yggdrasil should ALSO include Wandering Hamster as well. Hint hint! :D


Hint taken-- we shall see :)
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
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PostPosted: Sun Sep 28, 2008 6:18 am    Post subject: Reply with quote


Hopefully I'll have an updated game file up in early October. Don't expect the story to continue further past the point it currently ends, but you might get to play around with the new borders and character portraits. This would go much faster, but there's so many characters!
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Bob the Hamster
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PostPosted: Sun Sep 28, 2008 6:05 pm    Post subject: Reply with quote

Fenrir-Lunaris wrote:

Hopefully I'll have an updated game file up in early October. Don't expect the story to continue further past the point it currently ends, but you might get to play around with the new borders and character portraits. This would go much faster, but there's so many characters!


You are a lean mean unstoppable pixel-art machine!
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AdrianX
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Joined: 13 Feb 2003
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PostPosted: Mon Sep 29, 2008 2:02 am    Post subject: Reply with quote

..A little bit off topic, James; but is still related:

We still have the old OHR palette up for download in the OHR wiki. Don't you think we need to upload the new one? Unless of course, there is an "export palette" feature that i missed..?
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Sep 29, 2008 7:32 am    Post subject: Reply with quote

AdrianX wrote:
..A little bit off topic, James; but is still related:

We still have the old OHR palette up for download in the OHR wiki. Don't you think we need to upload the new one? Unless of course, there is an "export palette" feature that i missed..?


We should probably have both palettes available on the wiki.
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Chenzi
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Joined: 02 Aug 2003
Posts: 190
Location: Grand Rapids, MI

PostPosted: Mon Sep 29, 2008 7:12 pm    Post subject: Reply with quote

James, I'm loving the new features (even though the addition of portraits totally means I wasted about 13 hours), but there's one thing I'm dieing to see go into this upcoming release.

Is there any way we could fit in a feature that would let you choose what layer default passability is loaded from?

For example, I use layer 1 as purely background (different types of sky), layer 2 is ground, areas to move, and whatnot, layer 3 is overhead stuff. The sky in layer 1 is set to be unpassable from all directions, the ground is generally unobstructed, and layer 3 is mostly unobstructed.

Sadly, custom loads default passability from layer 1, forcing me to have to go and manually do all of the passability (very large maps :\). What I'd like is the option to be able to choose layer 2 or 3 (for compatability, I'd still have it default to layer 1).
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Wed Oct 01, 2008 10:17 am    Post subject: Reply with quote

Chenzi, I filed '' . bug_title('681') . '' for that. I wouldn't expect it in Xocolatl, but it is definitely dooable.
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Chenzi
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PostPosted: Wed Oct 01, 2008 10:23 am    Post subject: Reply with quote

<3

Thanks James. It's kind of a bummer that it won't be out for the next release, but it's nothing that a little bit of elbow grease won't fix.
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Onlyoneinall
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Joined: 16 Jul 2005
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PostPosted: Wed Oct 01, 2008 5:42 pm    Post subject: Reply with quote

James, how do I get the latest version of Wandering Hamster?

You know, the one in the "Let's Play!" that has borders, and the three guards spin around when they die?

....Or am I missing something?
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TMC
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Joined: 05 Apr 2003
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PostPosted: Thu Oct 02, 2008 2:50 am    Post subject: Reply with quote

Chenzi wrote:
Sadly, custom loads default passability from layer 1, forcing me to have to go and manually do all of the passability (very large maps :\). What I'd like is the option to be able to choose layer 2 or 3 (for compatability, I'd still have it default to layer 1).


Actually, the passmap is the OR'ed combination of all 3 layers. Just make your sky tiles defaultly passible, temporarily if needed.
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Bob the Hamster
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PostPosted: Thu Oct 02, 2008 9:58 am    Post subject: Reply with quote

Onlyoneinall wrote:
James, how do I get the latest version of Wandering Hamster?

You know, the one in the "Let's Play!" that has borders, and the three guards spin around when they die?

....Or am I missing something?


There has been no new release, but you can get the in-progress from subversion. see 'Subversion help' for instructions on how to use it. The subversion URL that you will want to grab is: svn://gilgamesh.HamsterRepublic.com/ohrrpgce/games/wander
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RedMaverickZero
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PostPosted: Tue Oct 07, 2008 4:21 pm    Post subject: Reply with quote

I haven't exactly used the newest versions of OHR for a few reasons that seem little, but when you're very used to them being one way, and then they change, it's kind of a big deal.

The map editor is the main reason. It seems like over the releases, the key commands for navigating have gotten uber sensitive, and move when I barely tap the key. Another thing, why is the space+arrow keys for NPC placement directions not around anymore? I really like the updates, don't get me wrong, but this little stuff is a huge pain in the ass.
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