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BlastedEarth
Joined: 05 Oct 2009 Posts: 243
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Posted: Wed Oct 28, 2009 7:39 pm Post subject: |
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yes, as a matter of fact, i'm using local cities as reference for this game...
edit: oh, and congratulations for being a dad now :-)
edit:
sorry for posting this agin i just need to fix this...
Edit:
Whoa! What could be wrong?
1. made a tag,uh, lets call it, "dude"
2. went to textboxes and made a choice:
fight! (dude = on), jump! (dude = off)
3. set the textbox 148 to always lead to the next
4. textbox 149(instead: if dude = on, goto next textbox)
5. textbox 149: text "geronimo!" (always automatically use door 0)
6. textbox 150: text:"la put...." (always fight enemy formation 9)
7. thats it....
problem: why does the bg in 149 still has a choice even though when this appears you'd have clicked it already? and: why does the bg in 150 has textbox with the number "4" on it?
I hope you aren't irritated with my questions....
edit: RESOLVED! sorry about this silly question i realaized i havent erased my experimental choices in those frames. It's just that i work in this every waking moment so when morning comes i'm already groggy.^^ |
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Bob the Hamster OHRRPGCE Developer
Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Oct 29, 2009 8:52 am Post subject: |
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BlastedEarth wrote: |
Whoa! What could be wrong?
1. made a tag,uh, lets call it, "dude"
2. went to textboxes and made a choice:
fight! (dude = on), jump! (dude = off)
3. set the textbox 148 to always lead to the next
4. textbox 149(instead: if dude = on, goto next textbox)
5. textbox 149: text "geronimo!" (always automatically use door 0)
6. textbox 150: text:"la put...." (always fight enemy formation 9)
7. thats it....
problem: why does the bg in 149 still has a choice even though when this appears you'd have clicked it already? and: why does the bg in 150 has textbox with the number "4" on it? |
Interesting. It sounds like your choice box for text box 148 is set up correctly.
look at the choice box data for box 149 and 150. Are the choices blank? Is the choice disabled? |
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BlastedEarth
Joined: 05 Oct 2009 Posts: 243
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Posted: Thu Oct 29, 2009 11:15 am Post subject: |
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look at the choice box data for box 149 and 150. Are the choices blank? Is the choice disabled?[/quote]
Yes that was what was wrong, i often overlook things....
Here's a picture of three martial arts masters:
edit: Ah! Another problem, i made a skill called "focus". It targets the self and recovers sp. All is well but the only problem is as soon as the character gain's sp, the "hurt" or if pure damage the "attack 01" animation animation is triggered which looks wrong. Is there a way to make it not show?
edit: err, nevermind got it, sorry... |
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Camdog
Joined: 08 Aug 2003 Posts: 606
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Posted: Fri Oct 30, 2009 9:19 am Post subject: |
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Man, as an unrelated aside, your style is super awesome. |
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BlastedEarth
Joined: 05 Oct 2009 Posts: 243
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Posted: Fri Oct 30, 2009 9:34 am Post subject: |
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Hi, im glad you like it, thanks for the compliment...
Hi, how can i make a text box give 20 pieces of the same item? |
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BlastedEarth
Joined: 05 Oct 2009 Posts: 243
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Posted: Tue Nov 10, 2009 2:06 am Post subject: |
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Hi, would anyone help me out as an official coder? I think I'm lost..... |
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Rya.Reisender Snippy
Joined: 18 Jan 2008 Posts: 821
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Posted: Tue Nov 10, 2009 2:41 am Post subject: |
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Coder? You mean plotscripting? You can ask in the help forum if you need a specific script. _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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BlastedEarth
Joined: 05 Oct 2009 Posts: 243
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Posted: Tue Nov 10, 2009 7:28 am Post subject: |
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Thanks i'll do that right away.... |
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BlastedEarth
Joined: 05 Oct 2009 Posts: 243
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Posted: Fri Jun 11, 2010 7:41 am Post subject: |
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This is the sector one of the Zulon continent. I've decided not to use the world map but let the hero travel the continent in real time and use slice vehicles. The small encircled critter on the upper right is the 20x20 walkabout.
edit: Ouch! I forgot that we can only have up to 7 tilesets per map. Ah i'll just divide them up into sections, so much for the big map. _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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Bob the Hamster OHRRPGCE Developer
Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Jun 11, 2010 9:30 am Post subject: |
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That looks really cool! |
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BlastedEarth
Joined: 05 Oct 2009 Posts: 243
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Posted: Fri Jun 11, 2010 9:55 am Post subject: |
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Thanks James! I'm so far from finishing this game. Btw, in the future versions of OHR would there be a feature which would allow you to define walls not with 20x20 squares but with single pixels? _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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Bob the Hamster OHRRPGCE Developer
Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Fri Jun 11, 2010 12:19 pm Post subject: |
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BlastedEarth wrote: | Thanks James! I'm so far from finishing this game. Btw, in the future versions of OHR would there be a feature which would allow you to define walls not with 20x20 squares but with single pixels? |
We do have a plan for allowing the player and NPCs to walk around pixel-by-pixel. (without scripting)
We don't have any specific plans about walls on a smaller-than-tile basis, but it might be possible. I wouldn't expect it anytime soon though. |
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BlastedEarth
Joined: 05 Oct 2009 Posts: 243
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Posted: Fri Jun 11, 2010 11:09 pm Post subject: |
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Great great, more neat stuff to look forward to... _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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J_Taylor The Self-Proclaimed King of Ketchup
Joined: 02 Dec 2009 Posts: 188 Location: Western NY
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Posted: Tue Jun 15, 2010 3:36 am Post subject: |
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James: Quote: | We do have a plan for allowing the player and NPCs to walk around pixel-by-pixel. (without scripting) |
Me:
Blasted Earth: Quote: | |
Me: 0_0 _________________ Elemental: .75%
Heart of Darkness: 0% (crash)
The Mansion: .05%
Shattered Alliance: .05%
See a pattern forming? I do, dammit. |
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Bob the Hamster OHRRPGCE Developer
Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Jun 15, 2010 6:37 am Post subject: |
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J_Taylor wrote: | James: Quote: | We do have a plan for allowing the player and NPCs to walk around pixel-by-pixel. (without scripting) |
Me: :O
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See: 'Plan for non-tile-based walking' |
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