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Castle Paradox
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Kizul Emeraldfire Type: Cyber Dragoon

Joined: 26 Mar 2004 Posts: 229
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Posted: Thu Feb 23, 2006 11:27 pm Post subject: Now that there's a Win. ver. of O.H.R.… (suggestions threa |
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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 “blocksâ€
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 |
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FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
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Posted: Fri Feb 24, 2006 6:47 pm Post subject: |
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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 |
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PlayerOne

Joined: 07 Sep 2005 Posts: 143 Location: UK
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Posted: Sat Feb 25, 2006 6:00 am Post subject: |
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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...  |
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Kizul Emeraldfire Type: Cyber Dragoon

Joined: 26 Mar 2004 Posts: 229
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Posted: Sat Feb 25, 2006 12:29 pm Post subject: |
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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!
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!
FyreWulff wrote: | npc tranlucency - possible and I'm willing to bet it will be implemented eventually |
Awesome! Ghosties! 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!
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! ). Besides, I've liked the O.H.R.RPG.C.E. from the beginning!
As you said, this feature can be done with plotscripting, so I can do without it. It was only a suggestion.
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!  |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sat Feb 25, 2006 8:54 pm Post subject: |
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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 |
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Camdog
Joined: 08 Aug 2003 Posts: 606
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Posted: Sun Feb 26, 2006 8:53 pm Post subject: |
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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. |
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Gizmog1 Don't Lurk In The Bushes!

Joined: 05 Mar 2003 Posts: 2257 Location: Lurking In The Bushes!
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Posted: Sun Feb 26, 2006 10:53 pm Post subject: |
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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. |
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Battleblaze Warrior Thread Monk

Joined: 19 Dec 2003 Posts: 782 Location: IndY OHR
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Posted: Mon Feb 27, 2006 6:59 am Post subject: |
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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 |
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NeoTA Idiomatic Nomenclature

Joined: 15 Mar 2004 Posts: 165
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Posted: Mon Feb 27, 2006 4:22 pm Post subject: |
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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.
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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. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sat Mar 18, 2006 8:45 am Post subject: |
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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. |
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Sat Mar 18, 2006 9:57 am Post subject: |
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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. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sat Mar 18, 2006 11:20 am Post subject: |
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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.
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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.
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We already have such a bitset.
msw188 wrote: |
3. Sound Effects
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Probably the version after next.
msw188 wrote: |
4. More animation frames for walkabouts (including standing), enemies, and tiles
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Ditto.
msw188 wrote: |
5. Tile/NPC graphical layers
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I'm working on this for the next version.
msw188 wrote: |
6. Allowing user to alter walkabout sprite sizes
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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?]
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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 |
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The Drizzle Who is the Drizzle?

Joined: 12 Nov 2003 Posts: 432
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Posted: Sat Mar 18, 2006 1:46 pm Post subject: |
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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... |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sun Mar 19, 2006 6:23 am Post subject: |
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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. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Sun Mar 19, 2006 3:00 pm Post subject: |
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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 |
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