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OHRRPGCE stable release (callipygous)

 
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Bob the Hamster
OHRRPGCE Developer




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

PostPosted: Mon Apr 04, 2016 2:15 pm    Post subject: OHRRPGCE stable release (callipygous) Reply with quote

Today the latest stable version of the OHRRPGCE is officially released!

It is codenamed callipygous

Many thanks to everybody who has been testing nightly wip builds and testing the release candidate-- and of course, the biggest thanks of all to TMC, who did tons and tons of hard work on this release

The full details about what is new is in http://hamsterrepublic.com/ohrrpgce/whatsnew.txt but some of the highlights are:

* Android port is considered stable (not available in the "Distribute Game" menu yet)
* The map editor works at larger window sizes (simply maximize custom)
* Map editor clone tool has merge/replace modes
* You can increase the number of save slots available from 4 to 32
* Improved import of sprite sets
* Plot strings and slices can be saved in save-games
* You can specify an icon for your game to use when exporting it from the "Distribute Game" menu
* Press F8 while playing to show a debug menu (only if the game allows debug keys)
* You can make battle formations that set a tag when you win, or prevent game-over on death without needing to script it.
* The textbox editor now wraps text as you type
* Semi-experimental feature to change the FPS (works reliably to speed up the frame rate, but all animation speeds get faster too)
* Hero positions can be customized in formations
* Added options to set how large the game's window should be by default
* "Windowed" and "Fullscreen" special menu items (you have to add these manually to old games)

And of course heaps of bugfixes, other improvements and features, and a bunch of new plotscripting commands.

Visit the Download page to get it.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Apr 05, 2016 4:00 am    Post subject: Reply with quote

What a relief; it's been "almost there" for over half a year at least.
Three years for a release is crazy; the previous record holder was zenzizenzic at 16 months, ahead of ypsiliform at 15 months, and those already seemed like eternities! We've been releasing with year+ delays for a long time now, but I'd rather have a shorter release cycle.

A few more highlights:
* Shops now show stat equipment bonuses
* Panel, Scroll, Select slices
* You can run multiple copies of Custom at once, and better crash recovery

The ability to resize Custom wasn't mentioned in whatsnew.txt, because it's not finished (it doesn't yet work with gfx_directx, the default on Windows), nor is the ability to run games at other resolutions. That was actually one of the biggest projects for Callipygous, but you can expect to see it complete enough to become official in the next version.
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