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

Underused OHR capabilities
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
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Mar 19, 2007 1:17 am    Post subject: Underused OHR capabilities Reply with quote

Here is a general discussion topic that I don't think I've seen before. What are, in your opinion, some of the capabilities of the OHR that do not get used enough? What are some ideas for their usage? I really haven't played very many OHR games, but one thing that comes to mind for me is money. We have the option to have shops to buy heroes, and to have attacks cost money. How often are these used? It could make an interesting system if all special attacks cost money instead of MP - it forces all of the heroes to share, and it is easily regenerated to some degree after battle without any complicated plotscripting.

Any other thoughts? I'm thinking more along the lines of what is capable using custom, but nifty underused plotscripting commands are welcome as well. Nothing too complicated though; I'm sort of meaning for this topic to be something that almost any level OHR user could look at, understand, and get some ideas from.
_________________
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
Back to top
View user's profile Send private message Visit poster's website
FyreWulff
Still Jaded




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

PostPosted: Mon Mar 19, 2007 2:13 am    Post subject: Reply with quote

the ability to change the map's tileset hasn't been used much from what I can see. You could probably pull off some neat tricks with that. It gets used a few times in Jade.

Plus, even after all the request to implement it, I really don't see vehicles that much either.
Back to top
View user's profile Send private message Visit poster's website AIM Address
Battleblaze
Warrior Thread Monk




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

PostPosted: Mon Mar 19, 2007 6:35 pm    Post subject: Reply with quote

The most sexy tricks on OHR people usually figure out themselves. Discovery is exiting but the HOWTO needs to be updated so bad. I think the howtwo that comes with the Enjun is like form the handshake version.

We're counter attacks ever implemented?

In CPVS I was planning to use items as a kind of money for diffemt countreis you go to. Through easy item shop use you can have banks with exchange rates and all kinds of neat stuff.
_________________
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
Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Mon Mar 19, 2007 7:02 pm    Post subject: Reply with quote

Before layers, there was the feature of using NPCs over heroes to give the impression of being behind trees and stuff without completely disappearing. I think I was the first one to try out that feature and some people followed suit.
_________________
http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00

Back to top
View user's profile Send private message Send e-mail
msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Mar 19, 2007 7:09 pm    Post subject: Reply with quote

I do not believe that counter attacks were ever implemented. Actually, on that note, the extra stat that would have been counter is nice to have laying around, and I'm sure there could be all kinds of good uses for it.

Another thing that comes to mind is having different things happen based on who is the leader of the party. We have tag slots specially set for this in custom, and the easy plotscript command "leader". Anyone who has played the Breath of Fire games will know what I mean - depending on who is in front of the party, different things can be done while walking around.

I am surprised that vehicles aren't used as much. I use a seafaring and aerial vehicle in my game. Then again, vehicles seem to be more geared toward large-scale RPGs, and are usually found later in the game. We don't have too many such games here, I'd say (large-scale and completed enough to reach the vehicle). If more games got finished, we might see more vehicles.

On the other hand, maybe vehicles could be used in other ways, with clever use of A and B tiles...

The item use for different currencies is cool. Is there a limit on how much of an item you can have in game, besides the space limit of the item menu? Can you have several slots of 99 herbs, for example? Heck, is 99 even a limit? It seems a pretty arbitrary limit to me (my initial idea would be that a power of two would be the limit for a given slot).

EDIT: Just saw OnlyOneInAll's post. I don't mean to burst your bubble, but I'd be pretty surprised if no one used NPCs to fake layers before you. I know I used them in my game not long after the update that introduced the option to draw NPCs over heroes, and I'm guessing others did the same. Of course, I don't know when you started using them so. In any case, I am eagerly awaiting the next stable, layered release.
_________________
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
Back to top
View user's profile Send private message Visit poster's website
Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Mon Mar 19, 2007 8:53 pm    Post subject: Reply with quote

99 is the limit, but I know I've had times playing OHR games where I've several slots of 99's for one item. Or maybe I was playing around with the engine? Either way, it's possible. The actual inventory limit, I'm unsure of, but I think it's to the bottom of the one screen.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Tue Mar 20, 2007 1:57 pm    Post subject: Reply with quote

msw188 wrote:
On the other hand, maybe vehicles could be used in other ways, with clever use of A and B tiles...

True.
That's one thing that came into mind when I read the topic title, yet, I never found any convenient use of A and B tiles :S
Back to top
View user's profile Send private message
Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Tue Mar 20, 2007 2:07 pm    Post subject: Reply with quote

Uncommon wrote:
99 is the limit, but I know I've had times playing OHR games where I've several slots of 99's for one item. Or maybe I was playing around with the engine? Either way, it's possible. The actual inventory limit, I'm unsure of, but I think it's to the bottom of the one screen.


From the wiki:

254 types of item
198 item slots
99 copies of an item in a slot
no limit on number of slots occupied by the same item.

So if you weren't worried about carrying any other items, the maximum number of a single type of item you could carry is 19602

Some of those limits are likely to be raised in the future, but I can't say when, or how much.
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Mar 20, 2007 2:24 pm    Post subject: Reply with quote

I plan on having at least an airship that uses 6 NPCs to make it bigger looking.
Back to top
View user's profile Send private message
Battleblaze
Warrior Thread Monk




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

PostPosted: Tue Mar 20, 2007 2:24 pm    Post subject: Reply with quote

Are animated backrounds ever ging to work. I'd love those but can't get it working on mine. If it works for othe rpoeple SMEONE FOR GODS SAKE release a demo.

Layers...I saw them in the editor....How do you use them...see what I mean about howto???


I had an idea for a motor cycle vehivle 1 time but couldn't figure out the script.


If possible I'd make a vehicle with weight. Meaning when it say turns at a certain speed it will drift in its previous direction before actually turning roight left up down or whatever.

But I'm too stiupid to wrap my mind around it.
--------------------------------------------------------------
the "touch NPC" script alwyas seems promising...
but its so damn sensitive....

----------------------------
In CPVS it wasn't 1 item than could convert into money. They (The Noob relm) would have say a gold piece, a silver piece, and a bronze piece. All are worth diffrent amount of the universal credits for Castle Paradox.
--------------------------
Most all my projects just involve cleaver use of tags, doors, NPCs backdrops and textboxes.
_________________
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
TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Mar 20, 2007 2:32 pm    Post subject: Reply with quote

I've been keeping this cool little battle effect to myself for a while, but...

Basically, it allows the hero to cast a series of blows for a set amount of time. This is unlike the 10x hits of the same attack, as it is a lot quicker.

    Attack 1) Stun the foe so that they don't move while you're assaulting them. I usually set it to 1000% damage, just to be on the safe side ;)

    Attack 2) Poison the foe. Set as seen necessary.

    Attack 3) Set the foe's speed as high as you can. The rate that poison hits is directly related to the poisoned one's speed. If this is set to the maximum speed, then the foe will get hit with each tick.

    Attack 4) Reset the foe's speed so that it doesn't PWN you when you release it of its poison.

    Attack 5) Release it of its poison.

    Attack 6) Take away its stun.

And yeah. You'll see numbers bouncing one behind the other until the delay is over.
I think its a pretty cool effect that could be taken advantage of a little more.
Back to top
View user's profile Send private message Send e-mail AIM Address
Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Tue Mar 20, 2007 2:35 pm    Post subject: Reply with quote

Quote:
Are animated backrounds ever ging to work. I'd love those but can't get it working on mine. If it works for othe rpoeple SMEONE FOR GODS SAKE release a demo.
Go play the Collaboration Game Chapter 7. That game has animated backgrounds of rotating cameras, and uses animated backgrounds for an elevator fight that shows the elevator moving upward.

Quote:
Layers...I saw them in the editor....How do you use them...see what I mean about howto???
*looks at Map Construction HOWTO*
I see that they have added the commands needed to use layers to the tutorial.
Back to top
View user's profile Send private message
Battleblaze
Warrior Thread Monk




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

PostPosted: Tue Mar 20, 2007 2:45 pm    Post subject: Reply with quote

Hey I just noticed...I'v ebeen ehr esince 2003 and have 600 some odd post. You've been here a few months, hell ur s/n is newbiewpower, yet you have 100 less than me.

What's going on? Smokin'
_________________
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
TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Tue Mar 20, 2007 2:50 pm    Post subject: Reply with quote

Battleblaze wrote:
Hey I just noticed...I'v ebeen ehr esince 2003 and have 600 some odd post. You've been here a few months, hell ur s/n is newbiewpower, yet you have 100 less than me.

What's going on? Smokin'

Newbie makes 2.75 posts a day.

You make 57/100 of a post a day.
Back to top
View user's profile Send private message Send e-mail AIM Address
Onlyoneinall
Bug finder




Joined: 16 Jul 2005
Posts: 746

PostPosted: Tue Mar 20, 2007 3:12 pm    Post subject: Reply with quote

Battleblaze wrote:
Are animated backrounds ever ging to work. I'd love those but can't get it working on mine. If it works for othe rpoeple SMEONE FOR GODS SAKE release a demo.


You obviously haven't played my game then.


There is also an explaination how to make it work somewhere here on CP or the Hamsterrepublic.
_________________
http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00

Back to top
View user's profile Send private message Send e-mail
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