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My Ohrrpgce Suggestions
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arpgme




Joined: 16 Oct 2006
Posts: 20

PostPosted: Sun Dec 14, 2008 3:06 pm    Post subject: My Ohrrpgce Suggestions Reply with quote

*Add more choices for text boxes

*Make enemies viewable (like EarthBound or the Mario RPG games)

*Make Ohrrpgce Unicode (games can be in Chinese, Korean, etc.)

What do you think?
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Joe Man




Joined: 21 Jan 2004
Posts: 742
Location: S. Latitude 47°9', W. Longitude 123°43'

PostPosted: Sun Dec 14, 2008 3:18 pm    Post subject: Reply with quote

I'm not involved in OHR production, but

I believe that text box improvements are under way (there was a recent discussion about the number of choices they allow, and I believe I read something about the entire system being revamped)

Enemies can be visually formatted any way you want. For example, you can make the heros invisible (by not inserting hero graphics) and make the enemy sprites facing the screen.

I'll leave unicode to the programmers. I don't believe OHR has a southeast asian audience right now. On the other hand, does that mean we should get one?
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Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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Calehay
...yeah.
Class B Minstrel



Joined: 07 Jul 2004
Posts: 549

PostPosted: Sun Dec 14, 2008 3:21 pm    Post subject: Reply with quote

For the moment, you can fake choice boxes with more than two choices with the Menus function.

I'm not really sure what you mean by your second bullet.
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arpgme




Joined: 16 Oct 2006
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PostPosted: Sun Dec 14, 2008 3:27 pm    Post subject: Reply with quote

Joe Man wrote:
I'm not involved in OHR production, but

I'll leave unicode to the programmers. I don't believe OHR has a southeast asian audience right now. On the other hand, does that mean we should get one?


Yes, definitely.

Calehay wrote:
For the moment, you can fake choice boxes with more than two choices with the Menus function.

I'm not really sure what you mean by your second bullet.


EDIT: I apologize, I meant make the enemies viewable on the field so that you won't randomly go into battle


Last edited by arpgme on Sun Dec 14, 2008 3:46 pm; edited 1 time in total
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Moogle1
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Joined: 15 Jul 2004
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PostPosted: Sun Dec 14, 2008 3:29 pm    Post subject: Reply with quote

That... was your third bullet.

You can edit the font, but I don't think multiple fonts are supported.

As for making enemies appear on the map, you can do that easily with NPCs.
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Joe Man




Joined: 21 Jan 2004
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Location: S. Latitude 47°9', W. Longitude 123°43'

PostPosted: Sun Dec 14, 2008 3:35 pm    Post subject: Reply with quote

. . . that was a very blonde moment of me. Yes, yes, use NPCs and make them activate battles when they touch you. I don't know if there's a good way of letting them sneak up on you for a round bonus though.
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Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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arpgme




Joined: 16 Oct 2006
Posts: 20

PostPosted: Sun Dec 14, 2008 3:48 pm    Post subject: Reply with quote

Joe Man wrote:
. . . that was a very blonde moment of me. Yes, yes, use NPCs and make them activate battles when they touch you. I don't know if there's a good way of letting them sneak up on you for a round bonus though.


I've tried it. The problem is, whenever you finish the battle you'll go back in battle most of the time since the NPC is on touch for automatic battle
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Moogle1
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PostPosted: Sun Dec 14, 2008 3:49 pm    Post subject: Reply with quote

You have to delete the NPC in question when he touches you. You can use a script to do this (via destroy npc, in which case he'll return when you revisit the map) or you can make it a single-use NPC (in which case he won't).
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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PostPosted: Mon Dec 15, 2008 7:01 am    Post subject: Re: My Ohrrpgce Suggestions Reply with quote

arpgme wrote:
*Add more choices for text boxes


Hopefully

arpgme wrote:
*Make enemies viewable (like EarthBound or the Mario RPG games)


This is very easy, as Moogle said

arpgme wrote:
*Make Ohrrpgce Unicode (games can be in Chinese, Korean, etc.)


Where are you going to find 8x8 fonts for unicode copepages? Not to mention the fact that huge parts of the OHR would have to be rewritten.

However, I'm interested in a (Brazilian) Portuguese port, with accented characters in the font.
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arpgme




Joined: 16 Oct 2006
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PostPosted: Fri Apr 08, 2011 12:49 pm    Post subject: Reply with quote

I would also like bigger sprite, why are they so small? If they were bigger then probably we could use RPG Maker sprites.
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NeoSpade
Of course!




Joined: 23 Sep 2008
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PostPosted: Fri Apr 08, 2011 3:45 pm    Post subject: Reply with quote

arpgme wrote:
I would also like bigger sprite, why are they so small? If they were bigger then probably we could use RPG Maker sprites.


That's soooo backwards Raspberry!
I think 20x20 walkabouts and 32x40 hero graphics are a good base for creativity to begin, by not conforming to the expected norms such as 16x16, the designer will be hard pressed to find (non-OHR) sprites that neatly fit the canvas.

However, larger sized sprites would be nice, or at least allowing a backdrop to be used as an attack graphic (if we had an transparency/alpha channel on backdrops that is, I'd love to see the day that happens).
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Fri Apr 08, 2011 3:53 pm    Post subject: Reply with quote

You can easily make bigger sprites using slices, just anchor them to the walkabout sprites.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
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PostPosted: Fri Apr 08, 2011 4:00 pm    Post subject: Reply with quote

Newbie Newtype's demo of plotscripting tall walkabouts with slices

Although yes, it would be really nice to be able to do this as a built-in feature without having to plotscript it.
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TMC
On the Verge of Insanity




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PostPosted: Fri Apr 08, 2011 11:01 pm    Post subject: Re: My Ohrrpgce Suggestions Reply with quote

arpgme wrote:
*Add more choices for text boxes


We're planning to rewrite textboxes sometime after the next release, so that can finally be added

Quote:
*Make Ohrrpgce Unicode (games can be in Chinese, Korean, etc.)


Revising my previous answer: this would no longer be too difficult thanks to RELOAD and a text rendering rewrite (and after lots of thought, seems to be easier than I had expected). 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). But since nobody is actively asking for that, it's really low priority.
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NeoSpade
Of course!




Joined: 23 Sep 2008
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PostPosted: Sat Apr 09, 2011 1:07 am    Post subject: Re: My Ohrrpgce Suggestions Reply with quote

The Mad Cacti wrote:
Revising my previous answer: this would no longer be too difficult thanks to RELOAD and a text rendering rewrite (and after lots of thought, seems to be easier than I had expected). 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). But since nobody is actively asking for that, it's really low priority.


I'm all for this in a huge way Raspberry! the Latin characters would be very handy for making fantasy town and character names from dot, increasing the font character limit over 256 would be a god send paired with the now-much-larger-amount-of-items-and-elements we have Happy
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