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Castle Paradox
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Newbie_Power
Joined: 04 Sep 2006 Posts: 1762
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Posted: Sat Apr 09, 2011 5:08 am Post subject: |
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I want the option for maptiles smaller than 20x20. 10x10.
But that's unlikely to happen, I think. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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Pepsi Ranger Reality TV Host
Joined: 05 Feb 2003 Posts: 493 Location: South Florida
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Posted: Sat Apr 09, 2011 7:53 am Post subject: |
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TMC wrote: | I'm interested in expanding the font to more than 256 characters, and using the extra space for a default set of accented latin characters which can be typed normally (that idea could be extended user-specified ranges of unicode). |
I'm also secretly hoping that this text rewrite comes with the ability to boldface, italicize, and underline words for additional grammatical correctness and word emphasis in dialogue. _________________ Progress Report:
The Adventures of Powerstick Man: Extended Edition
Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.
Tightfloss Maiden
Currently Updating: Chapter 2 |
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ShakeyAir
Joined: 27 Apr 2004 Posts: 93
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Posted: Sat Apr 09, 2011 7:56 am Post subject: |
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If I had my way, all work would be directed to the battle system until battle scripting was live. The workarounds for walkabout size etc are not unreasonably difficult. But... say you want Status Icons in battle which show everyones buffs and debuffs. The only workaround is to write a new battle engine from the ground up! This is hard! Haha.
Or even if they just put status icons in somehow. That would be enough. Without them, I just can't keep track of whats going on in OHRRPGCE battles. Well, not battles in games which buffs and de-buffs are a huge part of gameplay.
It is the one thing that's not just frustrating to me when I'm making a game, but when I'm playing one as well. And I know I'm not the only one, I've seen things about it in OHR game reviews before, not that I could link to one offhand. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Apr 09, 2011 8:20 pm Post subject: |
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Newbie_Power wrote: | I want the option for maptiles smaller than 20x20. 10x10.
But that's unlikely to happen, I think. |
I made a game with 5x5 tiles! The power to do this is in your hands.
Shoot me an email if you want some crazy details. _________________
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Newbie_Power
Joined: 04 Sep 2006 Posts: 1762
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Posted: Sun Apr 10, 2011 4:44 am Post subject: |
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I don't mean making a roguelike with slices, I mean literally 10x10 tiles in tilesets for more precision in construction for standard RPG construction. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Apr 10, 2011 6:55 am Post subject: |
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Newbie_Power wrote: | I want the option for maptiles smaller than 20x20. 10x10.
But that's unlikely to happen, I think. |
I'd like to see support for tile sizes other than 20x20 someday, but that's probably a long way away. Of course there would be support for tiles smaller than 20x20 too.
Pepsi Ranger wrote: | I'm also secretly hoping that this text rewrite comes with the ability to boldface, italicize, and underline words for additional grammatical correctness and word emphasis in dialogue. |
It does, via separate fonts. On top of the text box rewrite, the font file format needs to replaced and the font editor rewritten, but hopefully that will happen within a reasonable time.
ShakeyAir wrote: | The only workaround is to write a new battle engine from the ground up! This is hard! Haha. |
OK, so you want us to work on scripting and slices until it is easy to write a battle system from scratch, got it ;)
Quote: | Or even if they just put status icons in somehow. That would be enough. Without them, I just can't keep track of whats going on in OHRRPGCE battles. Well, not battles in games which buffs and de-buffs are a huge part of gameplay. |
So you're asking for something other than the current status icons? Icons which appear beside/below/above (configurably) each in-battle sprite (while they are standing still, I assume). Sounds specifying icons (graphics) to be displayed when a stat is above or below its maximum (stating) value would be a good addition to the 'Plan for more flexible stats'. Maybe also "Add icon", "Remove icon" attack options. _________________ "It is so great it is insanely great." |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Apr 11, 2011 7:57 am Post subject: |
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Newbie_Power wrote: | I don't mean making a roguelike with slices, I mean literally 10x10 tiles in tilesets for more precision in construction for standard RPG construction. |
Yes, that is also what I meant as well. If you still want the walkabouts to be 20x20, then this is even easier. _________________
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Newbie_Power
Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Apr 11, 2011 8:08 am Post subject: |
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Moogle1 wrote: | Newbie_Power wrote: | I don't mean making a roguelike with slices, I mean literally 10x10 tiles in tilesets for more precision in construction for standard RPG construction. |
Yes, that is also what I meant as well. If you still want the walkabouts to be 20x20, then this is even easier. | I'm sorry but if I were to have this feature at all it would be a no-plotscript solution as it would suit my needs the best.
Ideally the tilesizes would be on a per-layer basis, too.
EDIT: For the record, I don't have any pressing need for this feature, just that I'd rather have the ability to break up into smaller tiles instead of diving into bigger tiles. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
Last edited by Newbie_Power on Mon Apr 11, 2011 11:02 am; edited 1 time in total |
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ShakeyAir
Joined: 27 Apr 2004 Posts: 93
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Posted: Mon Apr 11, 2011 10:55 am Post subject: |
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The Mad Cacti wrote: | ShakeyAir wrote: | The only workaround is to write a new battle engine from the ground up! This is hard! Haha. |
OK, so you want us to work on scripting and slices until it is easy to write a battle system from scratch, got it
Quote: | Or even if they just put status icons in somehow. That would be enough. Without them, I just can't keep track of whats going on in OHRRPGCE battles. Well, not battles in games which buffs and de-buffs are a huge part of gameplay. |
So you're asking for something other than the current status icons? Icons which appear beside/below/above (configurably) each in-battle sprite (while they are standing still, I assume). Sounds specifying icons (graphics) to be displayed when a stat is above or below its maximum (stating) value would be a good addition to the 'Plan for more flexible stats'. Maybe also "Add icon", "Remove icon" attack options. |
Both of these sound great! That implementation of status icons would be so awesome, I think!!
I just think the things 'aging' the OHR more than it needs to be are:
fixed width, one color text
no way to tell status afflictions (beyond the poison/stun/etc but thats only for your party)
small walkabout size
lack of battle animation options
As in, the OHR is capable of a LOT of stuff, but then I feel like if I was discovering it now as opposed to ten years ago, these are the obvious things that would possibly turn me off from using the engine. Then, of these, status icons are the only one with gameplay relevance as opposed to just being nicer looking. So I think that makes them more important than the rest. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Apr 11, 2011 11:09 am Post subject: |
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I agree absolutely with ShakeyAir. The lack of any possible support for status indicators within the OHR's built-in battle system are definitely a huge barrier. It's one of the very few things that nearly all regular NES RPGs have that the OHR does not. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Apr 11, 2011 5:16 pm Post subject: |
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Newbie_Power wrote: | Moogle1 wrote: | Newbie_Power wrote: | I don't mean making a roguelike with slices, I mean literally 10x10 tiles in tilesets for more precision in construction for standard RPG construction. |
Yes, that is also what I meant as well. If you still want the walkabouts to be 20x20, then this is even easier. | I'm sorry but if I were to have this feature at all it would be a no-plotscript solution as it would suit my needs the best.
Ideally the tilesizes would be on a per-layer basis, too. |
Here's your no-plotscripting solution: make four layers per layer, one for each tile within a tile. _________________
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Newbie_Power
Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Apr 11, 2011 5:58 pm Post subject: |
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Sigh. Nevermind. If I really needed the feature that badly, I would have worked out a solution already. It's just that I think asking for smaller maptile support is arguably more important than large maptiles. _________________
TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN? |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Apr 11, 2011 9:34 pm Post subject: |
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ShakeyAir wrote: | I just think the things 'aging' the OHR more than it needs to be are:
fixed width, one color text
small walkabout size
lack of battle animation options |
I agree, and fixing all of these are high priorities for me (as well as many other things, such as improving textboxes). Customisable tile size would be on the list, but everything else seems more pressing. Font improvements are already nearly done.
On the other hand, I don't remember ever playing an RPG which used icons to indicate status effects. Granted, I haven't played that many non-OHR RPGs. I remember that FF6 used sunglasses, speech bubbles, etc., instead of icons. And I remember that James wrote something along those lines in the 'Plan for hero sprite overlays'. But other than that, I guess it just never occurred to me. Also, there's the fact that I usually don't touch the battle system -- that's James' domain.
Moogle1 wrote: | I made a game with 5x5 tiles! The power to do this is in your hands. |
But faking 5x5 tiles in that way would require 16 layers. Which game are you talking about? _________________ "It is so great it is insanely great." |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner
Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Apr 11, 2011 9:38 pm Post subject: |
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It's unreleased and I didn't do it that way. My 5x5 tiles are actually walkabout sprites. _________________
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Apr 12, 2011 5:35 am Post subject: |
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I remember that all of the Dragon Warrior games had your hero's level up on top of the screen, but that would be replaced with a textual indicator of abnormal status. I think Final Fantasy 1 had something similar, but I must confess that I barely remember this game.
Indications of enemy status are much less common though, it's true. Which actually makes some kind of sense; how could the heroes actually know that Slime#3, not Slime#2 has its defense boosted, other than by memory? Still, the option to be able to indicate status for enemies would be grand. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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