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Reorganizing requests
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Jan 24, 2006 8:21 am    Post subject: Reorganizing requests Reply with quote

Here, I did a quick run-through of my suggestions thread and sort of picked out all of the actual suggestions (I may have missed a couple, but I don't think so). The numbering is fairly arbitrary, I wanted to keep my numbers the same, in case anyone was using them as numbered.

0. Empty spell lists should not appear in game.exe

1. In the map editor in custom, I think it would be nice to be able to type in an X, Y coordinate and have the cursor placed there (if it exists)

2. How about having an extra option in the "appearance" menu of the attack editor that allowed you to set the centering position of the attack? This would default to the target, but could be set to other positions, like the middle of the screen, or possible any X,Y pixel on the screen (so perhaps there would be two options, called 'attack graphic X' and 'attack graphic Y', that default to 'target X' and 'target Y' respectively)

2.5. 'Smooth chaining'= no pause between graphics of chained attacks

3. How about an attack bitset called 'record damage' (like the already existing "record target" bitset)? Then one of the options for "base stat" in the attack editor could be 'recorded damage'

4 was a status affliction idea, which now has its own thread

5. A 'Get NPC frame (who)' plotscripting command that returns the frame (0 or 1) of the NPC referred to by the argument

6. Plotscripting commands to change global text strings, item names, etc., even if they would not be saved in the .sav file

7. In custom, the ability to copy and paste graphics throughout different graphics editors (for example, paste a medium enemy graphic into an attack graphic slot). The graphic could be pasted starting with the top corners matching up (or even better, the top corner of the copied graphic could be pasted onto the position of the cursor in the target graphic). If the copied graphic is too big, it simply gets cut off

8. I think it would be very nice to have attacks trigger bitsets, if that were possible

8.5. Ability to hide undroppable items in the item menu

9. Have a plotscripting command to allow the player to choose a hero (like the current one), except that it shows the heroes' stats like when you use a healing spell

10. More places in custom where adding a new something (like and enemy or attack) leads to the option of starting it blank or starting it as a copy of an earlier one of whatever it is (like in the map editor)

10.5. General game bitset to allow the player to swap heroes in the middle of a battle

10.75. More status indicators

10.875. Ability to skin textboxes and menus

10.9. Faces in textboxes

11. Numbers of things shown more often in custom

11.5. Descriptions of spells

12. In game.exe, clicking twice on a hero in the hero swapping menu ought to bring up their status screen

12.5. The ability to let the maker customize bits and pieces of the game.exe's menu colors and fonts.and especially the ability to change the color of the damage digits in battle

12.75. Color-coding for different reasons that one cannot use something (such as a spell)

12.875. Ability to place battle menus top screen or bottom screen


Many of these have already been done, but I will leave it to the developers to point these out, just to make sure there is no confusion. Once they have done this, I will post the rest of them on Bugzilla (or should I post them all, and let the programmers mark certain ones as fixed?)

Oh wait, I just realized I forgot something. I'll post it as a reply to this.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Tue Jan 24, 2006 8:26 am    Post subject: Reply with quote

Here is one of Fyre's posts that was full of stuff that I didn't really want to stuff in those numbers of mine. I meant to go back and put it on that other list, but I forgot, so I'm posting it as a reply. Also, I got rid of his example, as Mike Caron showed it to be irrelevant; nevertheless, the command would still be quite helpful to many users (it was the ohrtype() command)

plotscripting commands needed:

specifically for the windows OHR:

setscreen(type) types: fullscreen, windowed, minimized

ohrversion() : I requested this a while back. It would be nice to be able to check which version of the OHR is running

ohrtype(): windows/linux or DOS, or just "enhanced" and "DOS"

display options:

*the window's name should change to the game's name as defined in CUSTOM instead of just having it be 'game' all the time.

*the icon for game.exe should change to game.ico if present in same directory at runtime

other stuff:

*maybe an option to import backdrops as PNG. JPG would be too lossy for lo-res. GIF could be an option (the patent has long expired in the US). This would help reduce the size of big games with a lot of backdrops. And/or tiles.

* load times could be improved. is it possible to let game.exe run a pre-unlumped game?
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Mike Caron
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Joined: 26 Jul 2003
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Location: Why do you keep asking?

PostPosted: Tue Jan 24, 2006 10:15 am    Post subject: Re: Reorganizing requests Reply with quote

msw188 wrote:
5. A 'Get NPC frame (who)' plotscripting command that returns the frame (0 or 1) of the NPC referred to by the argument


Fixed, in the form of "read NPC" (a counterpart to alter NPC)

msw188 wrote:
7. In custom, the ability to copy and paste graphics throughout different graphics editors (for example, paste a medium enemy graphic into an attack graphic slot). The graphic could be pasted starting with the top corners matching up (or even better, the top corner of the copied graphic could be pasted onto the position of the cursor in the target graphic). If the copied graphic is too big, it simply gets cut off


Done (I believe)

msw188 wrote:
8. I think it would be very nice to have attacks trigger bitsets, if that were possible


Done (sure of it)

msw188 wrote:
8.5. Ability to hide undroppable items in the item menu


Why? If you want a hidden item, use a tag like in Final Fantasy H.

msw188 wrote:
10.75. More status indicators


Need more statti for that...

msw188 wrote:
10.875. Ability to skin textboxes and menus

msw188 wrote:
10.9. Faces in textboxes


Eventually.

msw188 wrote:
11. Numbers of things shown more often in custom


Done.

msw188 wrote:
11.5. Descriptions of spells


Hell yeah! Er, done.

msw188 wrote:
12.5. The ability to let the maker customize bits and pieces of the game.exe's menu colors and fonts.and especially the ability to change the color of the damage digits in battle


Eventually.

msw188 wrote:
12.875. Ability to place battle menus top screen or bottom screen


Won't happen until we drop QB, which won't happen for a while.

msw188 wrote:
Many of these have already been done, but I will leave it to the developers to point these out, just to make sure there is no confusion. Once they have done this, I will post the rest of them on Bugzilla (or should I post them all, and let the programmers mark certain ones as fixed?)


Done. Don't post the ones that are done, it'll just clog things up.

msw188 wrote:
specifically for the windows OHR:

setscreen(type) types: fullscreen, windowed, minimized


I believe it should be up to the user which way it runs (and why the hell would you minimize it?)

msw188 wrote:
ohrtype(): windows/linux or DOS, or just "enhanced" and "DOS"


It won't matter eventually. We're dropping QB, and are sticking with "enhanced".

msw188 wrote:
*maybe an option to import backdrops as PNG. JPG would be too lossy for lo-res. GIF could be an option (the patent has long expired in the US). This would help reduce the size of big games with a lot of backdrops. And/or tiles.


It wouldn't matter which way you imported it, it would still be imported into a 320x200 8-bit Bitmap. However, compression of the graphics lumps would be nice. However (again), that will not happen any time in the forseeable future.

msw188 wrote:
* load times could be improved. is it possible to let game.exe run a pre-unlumped game?


It should be, yes.
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PlayerOne




Joined: 07 Sep 2005
Posts: 143
Location: UK

PostPosted: Tue Jan 24, 2006 10:38 am    Post subject: Re: Reorganizing requests Reply with quote

Mike Caron wrote:
msw188 wrote:
specifically for the windows OHR:

setscreen(type) types: fullscreen, windowed, minimized


I believe it should be up to the user which way it runs (and why the hell would you minimize it?)


I agree that it should be up to the user, but maybe the author would like to add a control panel?

Mike Caron wrote:
msw188 wrote:
*maybe an option to import backdrops as PNG. JPG would be too lossy for lo-res. GIF could be an option (the patent has long expired in the US). This would help reduce the size of big games with a lot of backdrops. And/or tiles.


It wouldn't matter which way you imported it, it would still be imported into a 320x200 8-bit Bitmap. However, compression of the graphics lumps would be nice. However (again), that will not happen any time in the forseeable future.


Importing other formats ought to be comparatively easy, with Allegro or SDL, although it's not really something I've looked into. As Mike says, though, the imported graphics are converted to an internal OHR format which is uncompressed.

Mike Caron wrote:
msw188 wrote:
* load times could be improved. is it possible to let game.exe run a pre-unlumped game?


It should be, yes.


It might be interesting to see if unzipping is faster than unlumping...
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Mike Caron
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PostPosted: Tue Jan 24, 2006 12:00 pm    Post subject: Reply with quote

Hey, there's an idea. Except, security would be a problem. We couldn't use ZIP security, because then Game wouldn't be able to open it.

Still, I don't think it could really go faster. I mean, an RPG is unlumped like this:

Read name + size, open new file, write data, close file, repeat.

A zip is like this:

Read name + size + CRC + whatever, open new file, decompress data, write data, repeat, close file, repeat.
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Jack
the fool




Joined: 30 Jul 2004
Posts: 773

PostPosted: Tue Jan 24, 2006 4:35 pm    Post subject: Reply with quote

don't forget about trading items. it'd be nice to have a check list of items (in custom) we could use to make bartering a little more... happening.
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AdrianX
..yeah.




Joined: 13 Feb 2003
Posts: 286
Location: Batangas City,Philippines

PostPosted: Tue Jan 24, 2006 4:44 pm    Post subject: Reply with quote

..will you guys ever change custom.exe's "environment?"..or will it ever be a black screen with gray text?
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Mike Caron
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PostPosted: Tue Jan 24, 2006 5:38 pm    Post subject: Reply with quote

At some point in the indeterminate future, someone might re-do the entire interface, if they happen to get a lot of free time. Until then, not likely.
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Mon Jan 30, 2006 6:30 am    Post subject: Reply with quote

Okay, I'm retyping the list, taking out the things that are surely done. If this is not altered in a couple of days, I will post on Bugzilla.

***I have put in some new comments, marked with the three asterisks

0. Empty spell lists should not appear in game.exe

1. In the map editor in custom, I think it would be nice to be able to type in an X, Y coordinate and have the cursor placed there (if it exists)

2. How about having an extra option in the "appearance" menu of the attack editor that allowed you to set the centering position of the attack? This would default to the target, but could be set to other positions, like the middle of the screen, or possible any X,Y pixel on the screen (so perhaps there would be two options, called 'attack graphic X' and 'attack graphic Y', that default to 'target X' and 'target Y' respectively)

2.5. 'Smooth chaining'= no pause between graphics of chained attacks

3. How about an attack bitset called 'record damage' (like the already existing "record target" bitset)? Then one of the options for "base stat" in the attack editor could be 'recorded damage'

6. Plotscripting commands to change global text strings, item names, etc., even if they would not be saved in the .sav file

7. In custom, the ability to copy and paste graphics throughout different graphics editors (for example, paste a medium enemy graphic into an attack graphic slot). The graphic could be pasted starting with the top corners matching up (or even better, the top corner of the copied graphic could be pasted onto the position of the cursor in the target graphic). If the copied graphic is too big, it simply gets cut off.
***Can anyone say for certain whether this is done? I think I remember that The Mad Cacti was going to work on this...

8.5. Ability to hide undroppable items in the item menu
***This one does indeed seem pointless to me. I think that Fyre suggested this. If he (or anyone) can explain a reason that this should be requested, let me know. Otherwise, I will remove it.

9. Have a plotscripting command to allow the player to choose a hero (like the current one), except that it shows the heroes' stats like when you use a healing spell

10. More places in custom where adding a new something (like and enemy or attack) leads to the option of starting it blank or starting it as a copy of an earlier one of whatever it is (like in the map editor)

10.5. General game bitset to allow the player to swap heroes in the middle of a battle

12. In game.exe, clicking twice on a hero in the hero swapping menu ought to bring up their status screen

12.5. The ability to let the maker customize bits and pieces of the game.exe's menu colors and fonts.and especially the ability to change the color of the damage digits in battle

12.75. Color-coding for different reasons that one cannot use something (such as a spell)

13. ***(NEW) Trading items; it'd be nice to have a check list of items (in custom) we could use [to allow bartering in game.exe]

setscreen(type) types: fullscreen, windowed, minimized
***I don't understand how the creator could use this (what do you mean about a control panel?). If someone does not clear this up, I will remove this.

ohrversion() : I requested this a while back. It would be nice to be able to check which version of the OHR is running

ohrtype(): windows/linux or DOS, or just "enhanced" and "DOS"
***I'm inclined to leave this in (it can't hurt, if you know that there will be some people playing your game still running the DOS version in the future)

The window's name should change to the game's name as defined in CUSTOM instead of just having it be 'game' all the time.

The icon for game.exe should change to game.ico if present in same directory at runtime

Let game.exe run a pre-unlumped game
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Mr B




Joined: 20 Mar 2003
Posts: 382

PostPosted: Mon Jan 30, 2006 12:45 pm    Post subject: Reply with quote

14. Increase the equip check ability for items. Instead of items specifying which heroes they can be equipped on, it should be expanded to say something like "equippable on Biff if tag(#)", where the designer can specify the tag. I suppose the default value would be tag (1), or whichever one is always on.

This would be most useful for class-changing systems, though I am certain that there are multitudinous uses.
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Jack
the fool




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PostPosted: Thu Feb 02, 2006 12:06 pm    Post subject: Reply with quote

i dunno if it's been suggested, changed, or looked in to, but how about some more player choices in dialogue, as well as more character spaces to put them in? it'd be nice for trying to make bigger dialogue branches.
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msw188




Joined: 02 Jul 2003
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PostPosted: Thu Feb 02, 2006 12:16 pm    Post subject: Reply with quote

I do not understand what you mean in the former post. By more player choices in dialogue, to you mean more than two 'choices' in the 'edit choice' menu in custom.exe? What are these character spaces you refer to? Please clear this up, and I will post it along with my other requests here (man, our buglist on Bugzilla is going to nearly double; okay, maybe not quite that...). Unless someone points out that it has been done, or that it cannot be done, etc.

PS: I happen to like custom's current interface a lot. I'm not sure how much there would be to gain from re-doing it. Maybe the possibility to get from deep inside one menu to deep inside another easily (like going from an enemy's attack menu straight to that attack in the attack menu).
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Bob the Hamster
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Joined: 22 Feb 2003
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PostPosted: Thu Feb 02, 2006 1:19 pm    Post subject: menu editor Reply with quote

Jack wrote:
i dunno if it's been suggested, changed, or looked in to, but how about some more player choices in dialogue, as well as more character spaces to put them in? it'd be nice for trying to make bigger dialogue branches.


This will actually be included in the menu editor, which will not just edit the main menu, but also allow additional menus that can be attached to text boxes.

Unfortunately the menu editor will not make it into the next rrelease (which will focus on the Windows/FreeBasic port) but instead the release after that
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LeRoy_Leo
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PostPosted: Thu Feb 02, 2006 1:40 pm    Post subject: Reply with quote

MSW: Yes, he means right now we only have two choices in the "Edit Choice" section of Text box editor. I too think having the option for three or four choices instead of just two would be a helpful short cut in many cases. Like, for someone who has multiple quests attacted to them and you can talk about three different things with them without having to go through a few text boxes with only two choices.

With more options should come more characters. I can't count the times when I had an option inconvieniently run out of space for characters when I was typing and then having to find ways to shorten the idea.
In conclusion; I too would like to see this. Exellent suggestion, Jack.
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Battleblaze
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PostPosted: Thu Feb 02, 2006 5:06 pm    Post subject: Reply with quote

Will it be Mac-able?If not when? I hava freind who's 90X a better artist n me and would love to make a game.But she uses that filthy mac box. Neutral
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