Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Now that there's a Win. ver. of O.H.R.… (suggestions threa
Goto page 1, 2, 3  Next
 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade
View previous topic :: View next topic  
Author Message
Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Thu Feb 23, 2006 11:27 pm    Post subject: Now that there's a Win. ver. of O.H.R.… (suggestions threa Reply with quote

After you drop QBasic, you'd probably have a lot more resources to work with, so I was thinking… maybe these features could be introduced in later versions of the O.H.R.?

Like:

    ·Sound effects
    ·More animation frames for Heros, and possibly for NPCs as well
    ·More animation frames for enemies (as someone else suggested)
    ·More animation steps (in the Animation Editor) for tiles
    ·Tile transluscency
      ·Even cooler, being able to fade Heros and NPCs te where they're only partially transparent (would be especially cool for creating lighting effects like on SNES and GBA games, and for making Ghosty enemies in battle, and for making dead Heros look like they were ghosts on the map! :D)
      Multiple layers of tiles (say — four), all of them capable of using separate tilesets

    ·Specifying the size of a Hero/NPC sprite:
      20×20 (default)
      40×20 (2× Vertical, 1× Horizontal)
      20×40 (1× Vertical, 2× Horizontal)
      40×40 (2× Vertical, 2× Horizontal)
      40×60 (3× Vertical, 2× Horizontal)
      60×40 (2× Vertical, 3× Horizontal)
      60×60 (3× Vertical, 3× Horizontal)

    Possibly being able to edit seperate 20×20 pixel “blocks”


I'm well aware that a lot of this isn't going to be in the next version, but I'm just suggesting features that I've wanted to see for a long, long time. :3
Back to top
View user's profile Send private message Yahoo Messenger
FyreWulff
Still Jaded




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

PostPosted: Fri Feb 24, 2006 6:47 pm    Post subject: Reply with quote

I'll try to answer some of your questions here.


Sounds effects - I seem to remember TMC saying he was going to try to implement them. The memory will be available to finally play WAVs/etc

Animation frames - possible but I think they will remain the same for simplicity. I would guess enemies might get an extra frame. Tiles would be possible too.

tile translucency - from what I remember the OHR will eventually use layers. Not sure about alpha transparency with tiles - alpha is very slow

npc tranlucency - possible and I'm willing to bet it will be implemented eventually

sizes of NPC/sprite - probably never. one, for the sake of ease of use. two, easily fakeable with plotscripting. three, backwards compatibility, and four, if you really want bigger sprites, you should also be working in a bigger resolution like 640x480, in which case you should check out engines like Game Maker
Back to top
View user's profile Send private message Visit poster's website AIM Address
PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Sat Feb 25, 2006 6:00 am    Post subject: Reply with quote

I'd quite like to see standing frames added to the walkabouts. That would make the animation cycle smoother and would make non-moving characters look a bit less strange.

Other than that, though, I wouldn't be too keen to implement loads of graphical changes. The game currently runs in a 256-colour paletted mode, to do decent blending effects you'd need to run in 24-bit colour. You could stick with 256 colours for the game, but use 24-bit for the actual display and special effects, but that seems to be short-changing the designers. If it runs in 24-bit, why not allow 24-bit graphics?

It gets back to questions about what the nature of OHR is supposed to be. There are other RPG editors out there that cater for different targets, and if you want a super high-res multimedia RPG editor, maybe OHR isn't the best starting point.

I'm not in charge, but I do have a vision of what I want OHR to be. I see it as a portable RPG format, with the game players as a kind of virtual RPG machine, so that someone can write a player for a particular platform and gain access to all the existing games immediately. I'm thinking along the lines of the incredibly far-sighted Infocom Z-machine used for text adventures 25 years ago, and still in wide use today ported to new platforms all the time. That means, in my ideal world, that too much complexity that we would not add to OHR just because we can. I don't want to restrict it to powerful desktop machines, which means I would like to keep it fairly light-weight.

Maybe my vision is wrong. Maybe I should be starting from scratch if I want to create a portable RPG format. I don't know. That's just my hope for the future direction. Maybe I'll never get round to working on the PalmOS version I have always been working towards. Certainly I ought to finish my last PalmOS project first, and I started that over 3 years ago... Happy
Back to top
View user's profile Send private message
Kizul Emeraldfire
Type: Cyber Dragoon




Joined: 26 Mar 2004
Posts: 229

PostPosted: Sat Feb 25, 2006 12:29 pm    Post subject: Reply with quote

FyreWulff wrote:
I'll try to answer some of your questions here.


Sounds effects - I seem to remember TMC saying he was going to try to implement them. The memory will be available to finally play WAVs/etc

YES! Big grin

FyreWulff wrote:
Animation frames - possible but I think they will remain the same for simplicity. I would guess enemies might get an extra frame. Tiles would be possible too.

Well, the only reason why I wanted the hero sprites to get an extra frame was 'cause in one of my games, PCI's three-framed walking script makes the hero in the front of the caterpillar party walk one tile north (I modified it for three heros, 'cause that's how many are in my RPG).

FyreWulff wrote:
tile translucency - from what I remember the OHR will eventually use layers. Not sure about alpha transparency with tiles - alpha is very slow

Ah, I see. Well, I can make do with fake lighting and stuff, then! Big grin

FyreWulff wrote:
npc tranlucency - possible and I'm willing to bet it will be implemented eventually

Awesome! Ghosties! Big grin Hmm… Just out of curiosity, will this feature also be implemented for sprites in the Enemy and Hero editors? Like, create a bitset for Translucent Hero and Translucent Dead Hero sprites (the former for if you wanted to have a ghost in the party, but also wanted that character to be useable), and a Translucent Enemy bitset (for things like shadows, ghosts, watery things — stuff like that). Hmm, while I'm brainstorming, maybe make it to where you can set the amount of transparency! Big grin

FyreWulff wrote:
sizes of NPC/sprite - probably never. one, for the sake of ease of use. two, easily fakeable with plotscripting. three, backwards compatibility, and four, if you really want bigger sprites, you should also be working in a bigger resolution like 640x480, in which case you should check out engines like Game Maker

Ehh… GameMaker's too complicated (and to me, kinda boring, too! Raspberry!). Besides, I've liked the O.H.R.RPG.C.E. from the beginning! Happy
As you said, this feature can be done with plotscripting, so I can do without it. It was only a suggestion. Happy

To PlayerOne: Yeah, I guess I can see your point there, and all. :/ And I guess the O.H.R. is kinda portable — most RPGs will fit on a compressed floppy! Big grin
Back to top
View user's profile Send private message Yahoo Messenger
Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Sat Feb 25, 2006 8:54 pm    Post subject: Reply with quote

FyreWulff wrote:
Sounds effects - I seem to remember TMC saying he was going to try to implement them. The memory will be available to finally play WAVs/etc


Yes and no. Yes, it's possible, but not until we drop QB (which is looking less likely to happen soon)

FyreWulff wrote:
Animation frames - possible but I think they will remain the same for simplicity. I would guess enemies might get an extra frame. Tiles would be possible too.


Ditto.

FyreWulff wrote:
tile translucency - from what I remember the OHR will eventually use layers. Not sure about alpha transparency with tiles - alpha is very slow

npc tranlucency - possible and I'm willing to bet it will be implemented eventually


Eh, translucency is possible with 256 colours. Not fun though.

If we do convert it internally to 24-bit, that won't stop us from limiting everything else to 4- or 8-bit. Why? Because the graphics are stored in 4-/8-bit.

Anyway, this still won't happen until we drop QB.

FyreWulff wrote:
sizes of NPC/sprite - probably never. one, for the sake of ease of use. two, easily fakeable with plotscripting. three, backwards compatibility, and four, if you really want bigger sprites, you should also be working in a bigger resolution like 640x480, in which case you should check out engines like Game Maker


1: Bull. 2: Bull again. 3: Bull. 4: More bull.

In short, no reason, and it will happen later. When we drop QB.
_________________
I stand corrected. No rivers ran blood today. At least, none that were caused by us.

Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Camdog




Joined: 08 Aug 2003
Posts: 606

PostPosted: Sun Feb 26, 2006 8:53 pm    Post subject: Reply with quote

PlayerOne: Do you follow modern text-adventure games at all (ie new games written for the z-machine, as well as some other platforms out there)? I used to be involved in that community a few years back, and I've just recently been downloading and playing a few new ones.
Back to top
View user's profile Send private message
Gizmog1
Don't Lurk In The Bushes!




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

PostPosted: Sun Feb 26, 2006 10:53 pm    Post subject: Reply with quote

Not necessarily a Windows Suggestion, but I'm using Rusalka, and have no idea how many of the commands in the Plotscripting Dictionary are too new to work. Is there any way we could add "Added in WhateverVersion" to the dictionary listing for newer commands, older versions of the dictionary for older OHR versions, or do we already have some means of doing this (Without finding and reading through all the release notes) that I'm too stupid to find?

Did we ever get support for arrays? Or am I thinking of strings, which I know we got added in.
Back to top
View user's profile Send private message Send e-mail AIM Address
Battleblaze
Warrior Thread Monk




Joined: 19 Dec 2003
Posts: 782
Location: IndY OHR

PostPosted: Mon Feb 27, 2006 6:59 am    Post subject: Reply with quote

Like before mentioned, an enemy attack graphic would be very very nice.

You can fake transulency in OHR.Look at Madsofts Zelda game (Elements of Power).

Adding more on to the graphic depth would jack up filesize.One thing I enjoy about OHR is being to play fun games wihout waiting nine years to download something.

I used to do text adv. before I found OHR back in 5-6th grade. MyAdventuregame.com was a good one that requires no downloading.
_________________
Indy OHR! and National OHR Month Contest going on now!

"Aeth calls PHC an anti-semite; PHC blames anti-semitism"
-squall
Back to top
View user's profile Send private message Visit poster's website AIM Address
NeoTA
Idiomatic Nomenclature




Joined: 15 Mar 2004
Posts: 165

PostPosted: Mon Feb 27, 2006 4:22 pm    Post subject: Reply with quote

Battleblaze wrote:

Adding more on to the graphic depth would jack up filesize.One thing I enjoy about OHR is being to play fun games wihout waiting nine years to download something.


Increasing the depth of the currently 4bit things like walkabouts, enemy gfx, weapons, attacks to 8bit is about as far as I think it should go;with a good master palette (like the new default ohr palette) and somewhat-judicious color use, 8bit is plenty for most things.
Back to top
View user's profile Send private message
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sat Mar 18, 2006 8:45 am    Post subject: Reply with quote

Sorry if this seems like thread revival, but this thread seems the place for suggestions (as opposed to bugs), so I think I will begin here a new numbered list:

1. Package with the OHR an editor to make MIDIs, if these will be the new preferred music format.

2. An attack bitset 'force heroes to run away', which overrides unescapable enemies.

3. Sound Effects

4. More animation frames for walkabouts (including standing), enemies, and tiles

5. Tile/NPC graphical layers

6. Allowing user to alter walkabout sprite sizes

7. (documentation) 'Added in version x' documentation on the plotscripting dictionary
[actually, I'm not sure how important this is; if you're using an old version, why do you have the new dictionary? And couldn't you just re-download the old one?]

8. Allowing all stats to go up to 32 thousand and whatever. It may not seem to make sense for some, but now with a stat cap, the game-maker can re-cap these stats back to one hundred. If this happens, give them a default cap of 100 to avoid breaking old games.
Back to top
View user's profile Send private message Visit poster's website
Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Sat Mar 18, 2006 9:57 am    Post subject: Reply with quote

msw188 wrote:
8. Allowing all stats to go up to 32 thousand and whatever. It may not seem to make sense for some, but now with a stat cap, the game-maker can re-cap these stats back to one hundred. If this happens, give them a default cap of 100 to avoid breaking old games.


They can. With equipment bonuses and plotscripting, you can boost any given statistic to 32767. The actual editor itself can only get any non-hp/mp stat to 999 though.

Personally, I would love to see a plotscript or a command to increace the Spell MP-Level chart.
Back to top
View user's profile Send private message
Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Sat Mar 18, 2006 11:20 am    Post subject: Reply with quote

msw188 wrote:
Sorry if this seems like thread revival, but this thread seems the place for suggestions (as opposed to bugs), so I think I will begin here a new numbered list:

1. Package with the OHR an editor to make MIDIs, if these will be the new preferred music format.


I'll assume you're kidding, and point you at Anvil Studio

msw188 wrote:

2. An attack bitset 'force heroes to run away', which overrides unescapable enemies.


We already have such a bitset.

msw188 wrote:

3. Sound Effects


Probably the version after next.

msw188 wrote:

4. More animation frames for walkabouts (including standing), enemies, and tiles


Ditto.

msw188 wrote:

5. Tile/NPC graphical layers


I'm working on this for the next version.

msw188 wrote:

6. Allowing user to alter walkabout sprite sizes


Eh... not for the forseeable future. That involves variable record sizes and all sorts of ickyness that everyone else isn't ready to deal with.

msw188 wrote:

7. (documentation) 'Added in version x' documentation on the plotscripting dictionary
[actually, I'm not sure how important this is; if you're using an old version, why do you have the new dictionary? And couldn't you just re-download the old one?]


While I agree with you, I would not want to have to be the one to add them. Although I can make it a fairly simple process, we still have over 300 entries in the plotscripting dictionary.

msw188 wrote:

8. Allowing all stats to go up to 32 thousand and whatever. It may not seem to make sense for some, but now with a stat cap, the game-maker can re-cap these stats back to one hundred. If this happens, give them a default cap of 100 to avoid breaking old games.


First off, the cap would be 999 if anything. However, older games can still go up to 15^2 - 1, as Fenrir said.
_________________
I stand corrected. No rivers ran blood today. At least, none that were caused by us.

Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
The Drizzle
Who is the Drizzle?




Joined: 12 Nov 2003
Posts: 432

PostPosted: Sat Mar 18, 2006 1:46 pm    Post subject: Reply with quote

How about a game bitset "Disable holding esc to run from battle" so that people can either completely disable running without having the CANNOT ESCAPE show up every time the user holds escape, or people can use the "make heroes escape from battle" bitset to make running a hero spell.
_________________
My name is...
The shake-zula, the mic rulah, the old schoola, you wanna trip? I'll bring it to yah...
Back to top
View user's profile Send private message AIM Address
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sun Mar 19, 2006 6:23 am    Post subject: Reply with quote

In reference to #2, the current attack bitset 'cause heroes to run from battle' does not make them run when the enemies are unescapable (the "CANNOT RUN" box appears instead). I would like a new bitset that overrides this. Or is this a bug with the current bitset?

I really was not kidding about the midi editor. Is it just assumed that everyone already has one, or knows where to get one? In any case, thank you for the link, I'll check it out once I get back to a computer closer to home.
Back to top
View user's profile Send private message Visit poster's website
Mike Caron
Technomancer




Joined: 26 Jul 2003
Posts: 889
Location: Why do you keep asking?

PostPosted: Sun Mar 19, 2006 3:00 pm    Post subject: Reply with quote

I dunno about the bitset, I thought it was unconditional.

As for the midi editor, we would have two options for that:

1. We code our own midi editor, and distribute that. I think everyone will agree we have better things to do than something like that.

2. We distribute someone else's editor. To my knowledge, I don't think there's any editor that would let us do that, much less a GPL'd one which we could hack on to perhaps make this looping stuff easier.
_________________
I stand corrected. No rivers ran blood today. At least, none that were caused by us.

Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ
Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Arcade All times are GMT - 8 Hours
Goto page 1, 2, 3  Next
Page 1 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group