On Tue, Dec 25, 2012 at 10:07 PM, subvers...@hamsterrepublic.com wrote:
james
2012-12-25 20:07:23 -0800 (Tue, 25 Dec 2012)
389
Hero battle menus are now editable.
This is fully functional, but still needs some polishing.
There is no limit on the length of battle menu, but obviously
On Wed, Dec 26, 2012 at 2:12 PM, James Paige b...@hamsterrepublic.comwrote:
On Wed, Dec 26, 2012 at 11:40:48AM -0600, Kizul Emeraldfire wrote:
On Tue, Dec 25, 2012 at 10:07 PM, subvers...@hamsterrepublic.com
wrote:
james
2012-12-25 20:07:23 -0800 (Tue, 25 Dec 2012
On Wed, Dec 26, 2012 at 4:26 PM, James Paige b...@hamsterrepublic.comwrote:
On Wed, Dec 26, 2012 at 03:23:16PM -0600, Kizul Emeraldfire wrote:
On Wed, Dec 26, 2012 at 2:12 PM, James Paige b...@hamsterrepublic.com
wrote:
On Wed, Dec 26, 2012 at 11:40:48AM -0600, Kizul
On Wed, Aug 29, 2012 at 4:32 AM, Ralph Versteegen teeem...@gmail.comwrote:
On 29 August 2012 09:20, Kizul Emeraldfire kizulemeraldf...@gmail.com
wrote:
On Tue, Aug 28, 2012 at 3:22 PM, subvers...@hamsterrepublic.com wrote:
teeemcee
2012-08-28 13:22:50 -0700 (Tue, 28 Aug 2012)
18
Add
On Tue, Aug 28, 2012 at 3:22 PM, subvers...@hamsterrepublic.com wrote:
teeemcee
2012-08-28 13:22:50 -0700 (Tue, 28 Aug 2012)
18
Add microseconds
---
U wip/docs/plotdict.xml
U wip/plotscr.hsd
U wip/yetmore.bas
I say! Is this a prelude to using something besides ticks?
On 03/23/2012, James Paige b...@hamsterrepublic.com wrote:
On Fri, Mar 23, 2012 at 09:44:11PM +1300, Ralph Versteegen wrote:
On 23 March 2012 21:27, subvers...@hamsterrepublic.com wrote:
teeemcee
2012-03-23 01:27:38 -0700 (Fri, 23 Mar 2012)
273
gfx_console, the curses-based graphics
On Tue, Jan 17, 2012 at 07:15, subvers...@hamsterrepublic.com wrote:
teeemcee
2012-01-17 05:15:50 -0800 (Tue, 17 Jan 2012)
785
New default and Basic Unicode fonts.
Basic Unicode is the first 256 code points (which has lots of
non-printables),
and the new default is Basic Unicode plus most
On Sat, Jul 2, 2011 at 14:39, subvers...@hamsterrepublic.com wrote:
james
2011-07-02 12:39:11 -0700 (Sat, 02 Jul 2011)
266
The battle screen, layed out using slices.
I tried to make this pixel-perfect, hopefully I got it.
Still not quite ready for yet because saved slice collections can't
On Sat, Jun 25, 2011 at 09:25, James Paige b...@hamsterrepublic.com wrote:
On Sat, Jun 25, 2011 at 08:06:27AM -0500, Kizul Emeraldfire wrote:
On Tue, Jun 14, 2011 at 12:18, subvers...@hamsterrepublic.com
wrote:
james
2011-06-14 10:18:21 -0700 (Tue, 14 Jun 2011)
49
On Tue, Jun 14, 2011 at 12:18, subvers...@hamsterrepublic.com wrote:
james
2011-06-14 10:18:21 -0700 (Tue, 14 Jun 2011)
49
Fiddling with the arbitrary sprite editor tester
---
U wip/custom.bas
So, out of curiosity — does this mean we'll sometime be able to start
making sprites with
Question: Why are we going for a bunch of fancy effects that are
seemingly
situational and often made up for by artistic technique than
prioritizing
what we really need: Alpha Transparency (which would adequately allow
lighting effects) and high resolution (which people have been
Oi, oi! Into the forum thread with ye, top-poster! :p It's linked right in
there!
On Wed, May 11, 2011 at 22:39, Michael Kidder mkid...@gmail.com wrote:
It should be Alpha because the OHRRPGCE still needs alpha support
on layers. How else are we supposed to upgrade SoJ without some pretty
On Thu, May 5, 2011 at 09:41, subvers...@hamsterrepublic.com wrote:
teeemcee
2011-05-05 07:41:51 -0700 (Thu, 05 May 2011)
567
Add extremely messy Mac OSX implementation of spawn_and_wait. Which isn't
quite working.
If you want to display something in a console, you should use Terminal,
On Sat, Nov 21, 2009 at 19:17, subvers...@hamsterrepublic.com wrote:
james
2009-11-21 17:16:59 -0800 (Sat, 21 Nov 2009)
181
Sprites can now be exported to BMP Files! Yay!
TMC's sprite_export_bmp4() is now hooked up to the sprite editor
Press E to export. Works with single frames and with
On Sun, Nov 22, 2009 at 13:04, James Paige b...@hamsterrepublic.com wrote:
On Sun, Nov 22, 2009 at 06:50:26AM -0600, Kizul Emeraldfire wrote:
On Sat, Nov 21, 2009 at 19:17, subvers...@hamsterrepublic.com
wrote:
james
2009-11-21 17:16:59 -0800 (Sat, 21 Nov 2009)
181
On Fri, Nov 13, 2009 at 15:16, Jay Tennant hierand...@crazyleafgames.comwrote:
Original Message
From: Mike Caron caron.m...@gmail.com
Sent: Friday, November 13, 2009 2:51 PM
To: ohrrpgce@lists.motherhamster.org,
hierandel8_pub...@crazyleafgames.com
Subject: Re:
On Wed, Oct 28, 2009 at 11:59, James Paige b...@hamsterrepublic.com wrote:
After Lucier posted this mockup:
http://i658.photobucket.com/albums/uu304/rlb1626/genesis0055.png
I wrote this plan:
http://gilgamesh.hamsterrepublic.com/wiki/ohrrpgce/index.php/Plan_for_bigger_walkabouts
And when
On Wed, Aug 12, 2009 at 16:51, subvers...@hamsterrepublic.com wrote:
james
2009-08-12 14:51:52 -0700 (Wed, 12 Aug 2009)
417
Map layers are now accessible via lookup slice so slices can be
reparented to them.
Currently only works when the new map drawing mode is enabled with ~F8,
still not
On Fri, May 22, 2009 at 14:55, subvers...@hamsterrepublic.com wrote:
teeemcee
2009-05-22 12:55:34 -0700 (Fri, 22 May 2009)
115
Add general bitset Dead heroes gain share of experience on request.
Affects battles and giveexperience command.
---
If they're dead, methinks they should only get
On Tue, Apr 7, 2009 at 6:56 PM, subvers...@hamsterrepublic.com wrote:
james
2009-04-07 16:56:21 -0700 (Tue, 07 Apr 2009)
642
Lots of progress on an integrated help system. Press F1 almost anywhere in
custom.
I changed the Fkey shortcuts in the map editor so they are all 1 higher
now.
On Wed, Mar 18, 2009 at 11:28 AM, James Paige b...@hamsterrepublic.comwrote:
On Thu, Mar 19, 2009 at 02:37:48AM +1300, Ralph Versteegen wrote:
2009/3/13 James Paige b...@hamsterrepublic.com:
I plan to start out by making it possible to create slices that
correspond to the 3 (or 4) map
On Tue, Mar 10, 2009 at 3:51 AM, Ralph Versteegen teeem...@gmail.comwrote:
2009/3/10 Kizul Emeraldfire kizulemeraldf...@gmail.com:
On Sat, Mar 7, 2009 at 10:04 AM, subvers...@hamsterrepublic.com wrote:
teeemcee
2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
1392
Complete text rendering
On Sat, Mar 7, 2009 at 10:04 AM, subvers...@hamsterrepublic.com wrote:
teeemcee
2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
1392
Complete text rendering rewrite. Adds fonts:
-A font can be one or two layers. The bottom layer is drawn first for the
whole string, then the top one. This is to
On Fri, Feb 20, 2009 at 10:10 AM, James Paige b...@hamsterrepublic.comwrote:
On Fri, Feb 20, 2009 at 12:01:19AM -0600, Kizul Emeraldfire wrote:
On Thu, Feb 19, 2009 at 3:12 PM, subvers...@hamsterrepublic.com
wrote:
james
2009-02-19 13:12:44 -0800 (Thu, 19 Feb 2009
On Fri, Feb 13, 2009 at 2:41 PM, Simon Bradley neworigi...@gmail.comwrote:
On Fri, Feb 13, 2009 at 3:12 PM, Ralph Versteegen teeem...@gmail.com
wrote:
2009/2/12 Kizul Emeraldfire kizulemeraldf...@gmail.com:
Well, I figured out what the problem is/was: turns out that Set Music
Volume
does
Well, I figured out what the problem is/was: turns out that Set Music Volume
does nothing if no song is playing. After I moved the Set Music Volume
command to go AFTER the Play Song command, it works the way I was wanting it
to.
Still kind of irritating, though. :/ But — at least I figured it
On Tue, Feb 10, 2009 at 12:39 AM, subvers...@hamsterrepublic.com wrote:
james
2009-02-09 22:39:58 -0800 (Mon, 09 Feb 2009)
89
ref tags in context help are now clickable.
Also keeps a history of recent help items.
---
U tools/hwhisper/hwhisper.py
Any chance of a downloadable EXE
On Tue, Feb 10, 2009 at 10:01 AM, James Paige b...@hamsterrepublic.comwrote:
On Tue, Feb 10, 2009 at 08:43:36AM -0600, Kizul Emeraldfire wrote:
On Tue, Feb 10, 2009 at 12:39 AM, subvers...@hamsterrepublic.com
wrote:
james
2009-02-09 22:39:58 -0800 (Mon, 09 Feb 2009
It's a little difficult to describe, so instead I've uploaded a WIP of the
game I'm working on to MediaFire, available here:
http://www.mediafire.com/?njwcktiewky
(was originally attached to the e-mail, but was apparently too large. ^^'
Anyway —)
When I start up the game and go to the Options
For some reason, I distinctly remember there being this feature around the
days of Wolfwood or so — the only thing is, I've completely forgetten how to
do it. o_O
So, um, does this feature exist, or did it exist at one time and was removed
('cause I can't find any options to use it)? 'Cause if it
On Sun, Oct 12, 2008 at 10:50 AM, James Paige [EMAIL PROTECTED]wrote:
On Sun, Oct 12, 2008 at 07:38:34AM -0500, Kizul Emeraldfire wrote:
For some reason, I distinctly remember there being this feature around
the
days of Wolfwood or so * the only thing is, I've completely forgetten
On Sun, Oct 12, 2008 at 4:09 PM, James Paige [EMAIL PROTECTED]wrote:
On Sun, Oct 12, 2008 at 11:18:12AM -0500, Kizul Emeraldfire wrote:
On Sun, Oct 12, 2008 at 11:16 AM, James Paige
[EMAIL PROTECTED]
wrote:
On Sun, Oct 12, 2008 at 10:58:17AM -0500, Kizul Emeraldfire wrote
Oddly enough, I was just thinking of that. :)
On Tue, Oct 7, 2008 at 7:10 PM, [EMAIL PROTECTED] wrote:
My response: http://img122.imageshack.us/img122/5315/142882mainwu6.jpg
From: [EMAIL PROTECTED]
To: ohrrpgce@lists.motherhamster.org
Date: Tue, 7 Oct 2008 14:58:49 -0700
Subject:
On Fri, Oct 3, 2008 at 1:22 AM, [EMAIL PROTECTED] wrote:
pkmnfrk
2008-10-02 23:22:26 -0700 (Thu, 02 Oct 2008)
597
...
slSlice - the X and Y are relative to an arbitrary other slice. This can
be used to attach to e.g. NPCs
High-ho, ancestor to the MMOOHRRPGCE! Let the world tremble at thy
On Fri, Oct 3, 2008 at 4:27 AM, Ralph Versteegen [EMAIL PROTECTED] wrote:
2008/10/3 Kizul Emeraldfire [EMAIL PROTECTED]:
On Fri, Oct 3, 2008 at 1:22 AM, [EMAIL PROTECTED] wrote:
pkmnfrk
2008-10-02 23:22:26 -0700 (Thu, 02 Oct 2008)
597
...
slSlice - the X and Y are relative
On Sat, Oct 4, 2008 at 12:32 AM, S'orlok Reaves [EMAIL PROTECTED]wrote:
for example, you want a sparkle sprite to
be positioned to the leader but parented to map
layer 2
Just a quick nudge: an excellent demonstration of
Slices would be a minimap, in the lower-left corner of
the screen,
On Wed, Oct 1, 2008 at 11:47 AM, Adam Perry [EMAIL PROTECTED] wrote:
On Wed, Oct 1, 2008 at 8:33 AM, James Paige [EMAIL PROTECTED]
wrote:
This also reminds me that eventually I want to have a Stat Editor
where you can customize the behaviour of each stat. is it restored by
Inns? Is it
On Wed, Oct 1, 2008 at 5:45 PM, [EMAIL PROTECTED] wrote:
pkmnfrk
2008-10-01 15:45:51 -0700 (Wed, 01 Oct 2008)
374
Plot sprites! That's right, you can load up arbitrary sprites, and
manipulate them using plotscripting.
Currently, they are placed relative to the screen, not pinned to the
On Wed, Oct 1, 2008 at 6:53 PM, Mike Caron [EMAIL PROTECTED] wrote:
Kizul Emeraldfire wrote:
On Wed, Oct 1, 2008 at 5:45 PM, [EMAIL PROTECTED] mailto:
[EMAIL PROTECTED] wrote:
pkmnfrk
2008-10-01 15:45:51 -0700 (Wed, 01 Oct 2008)
374
Currently, they are placed relative
On Thu, Aug 28, 2008 at 4:14 PM, [EMAIL PROTECTED] wrote:
james
2008-08-28 14:14:04 -0700 (Thu, 28 Aug 2008)
77
Text box display in game now uses TextBox's .text() to display lines of
text
Say, does all this work on textboxes and stuff mean that soon, we'll be
able to choose between
I don't remember, but I'm pretty sure that (judging from the current
release) it'll start with a 'U'. :p
On 4/8/08, Ralph Versteegen [EMAIL PROTECTED] wrote:
On Tue, Apr 8, 2008 at 9:11 PM, [EMAIL PROTECTED] wrote:
teeemcee
2008-04-08 02:11:52 -0700 (Tue, 08 Apr 2008)
271
I realise
On Tue, Feb 26, 2008 at 1:17 PM, James Paige [EMAIL PROTECTED]
wrote:
On Tue, Feb 26, 2008 at 10:38:00AM -0800, Adam Perry wrote:
Apologies for the non-contributal e-mail here, but darn it ? I was
hoping you were gonna be going on about an advanced Wallmap editor for
CUSTOM, where we
On Feb 7, 2008 12:07 PM, [EMAIL PROTECTED] wrote:
James
2008-02-07 10:07:56 -0800 (Thu, 07 Feb 2008)
204
explicitly type exter tmpdir
Fixes music_native and music_native2 backends
which had been broken for over a month. Also
apply the same fix to music_allegro, although
I believe it may
On Dec 14, 2007 1:18 PM, [EMAIL PROTECTED] wrote:
james
2007-12-14 11:18:38 -0800 (Fri, 14 Dec 2007)
134
Save 16 bit inventory data (in addition to 8-bit)
The flag to tell game to actually *load* this 16-bit inventory data
is not set yet.
---
U wip/moresubs.bas
Just a question, but
On Dec 14, 2007 3:05 PM, James Paige [EMAIL PROTECTED] wrote:
On Fri, Dec 14, 2007 at 02:21:56PM -0600, Kizul Emeraldfire wrote:
On Dec 14, 2007 1:18 PM, [EMAIL PROTECTED] wrote:
james
2007-12-14 11:18:38 -0800 (Fri, 14 Dec 2007)
134
Save 16 bit inventory data
I wasn't exactly sure how to make a bug report for THIS feature request, so
I'll just send it out to the list here.
First: now that it's possible to customize the textbox colors in CUSTOM, is
there a way to be able to add a PlotScripting command to set the color
scheme for a text box?
Example:
On Nov 24, 2007 10:51 AM, [EMAIL PROTECTED] wrote:
pkmnfrk
2007-11-24 08:51:59 -0800 (Sat, 24 Nov 2007)
228
Make the new battle-sprite drawing code default
Now, it toggles new-old-alternate (although, I will get rid of alternate
mode soon)
I also fixed a slight bug where choosing Default
*raises hand*
I would also like the option to be able to use a character in the
font(/fonts, when/if there will be support for multiple fonts) as the
background for menus/textboxes, allowing for even further customization. :)
Also possibly adding this option for the border around it — a character
On Nov 16, 2007 1:57 PM, Adam Perry [EMAIL PROTECTED] wrote:
On 11/16/07, Kizul Emeraldfire [EMAIL PROTECTED] wrote:
*raises hand*
I would also like the option to be able to use a character in the
font(/fonts, when/if there will be support for multiple fonts) as the
background
On Nov 12, 2007 1:56 AM, [EMAIL PROTECTED] wrote:
james
2007-11-11 23:56:05 -0800 (Sun, 11 Nov 2007)
188
Menus are repositionable on the screen
Also, fixed a bug in fuzzyrect from allmodex so that it crops correctly
when drawing off the top or left of the screen like rectangle already
I get the following when trying to compile it:
make
Now compiling GAME with fb graphics module, and sdl music module
error 75: Invalid command-line option, deprecated
Version ID 20071022
Codename wip
error 75: Invalid command-line option, deprecated
Now compiling CUSTOM with fb graphics module,
On 10/3/07, S'orlok Reaves [EMAIL PROTECTED] wrote:
Okay! I've abused my .htaccess powers again to create
a Java Web Start demo; this is leaps and bounds above
the applet ---even though it's STILL an applet. Figure
that one out. Or, click on:
http://fmf.ohrdev.com/files/webdemo.jnlp
On 9/5/07, James Paige [EMAIL PROTECTED] wrote:
On Thu, Sep 06, 2007 at 09:10:02AM +0930, David Gowers wrote:
On 9/6/07, James Paige [EMAIL PROTECTED] wrote:
On Wed, Sep 05, 2007 at 08:15:48AM -0700, James Paige wrote:
On Wed, Sep 05, 2007 at 07:57:27PM +1200, Ralph Versteegen wrote:
*sniffs*
I shalt miss thee, oh sandsea.bmp. Thou wert a good friend, as well as a
good test backdrop.
On 8/27/07, Adam Perry [EMAIL PROTECTED] wrote:
A moment of silence, please. Sandsea has been with us since the
beginning of days.
On 8/27/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
On 8/24/07, Adam Perry [EMAIL PROTECTED] wrote:
On 8/24/07, James Paige [EMAIL PROTECTED] wrote:
Howdy, all! Uberetzung is getting close enough that it is time to start
thinking about packaging.
Previously, stable releases for windows were made of thee files
Since there is more than
On 8/22/07, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
james
2007-08-22 14:23:40 -0700 (Wed, 22 Aug 2007)
121
default windows build batch files now use 0.17/0.18 freebasic
compiler options. Freebasic 0.15 0.16 batch files renamed.
---
U wip/make-bam2mid.bat
U
On 8/11/07, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
teeemcee
2007-08-11 03:28:59 -0700 (Sat, 11 Aug 2007)
45
Master palette importing: disallow 1 bit bmps
---
U wip/browse.bas
I have a question — what's a ONE-bit BMP? o_O
___
Ohrrpgce
On 7/4/07, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
teeemcee
2007-07-04 03:49:15 -0700 (Wed, 04 Jul 2007)
193
Add total experience, set experience, experience to next level,
experience to level
And a couple small fixes
Do stat caps work? The code in updatestatslevelup doesn't look right to
On 4/7/07, David Gowers [EMAIL PROTECTED] wrote:
On 4/7/07, S'orlok Reaves [EMAIL PROTECTED] wrote:
Remember that you're working with an (unstable)
nightly.
Speaking of which... since uber isn't out yet, you
could simply re-specify the map format: if layers are
ON, then a tile's
On 4/7/07, Mike Caron [EMAIL PROTECTED] wrote:
On 4/7/07, S'orlok Reaves [EMAIL PROTECTED] wrote:
The biggest problem here is not the specific
behaviour of overhead tiles, but
the fact that they are not drawn the same way in
custom as they are in game. If
they were drawn consistently,
On 3/27/07, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
pkmnfrk
2007-03-27 15:24:36 -0700 (Tue, 27 Mar 2007)
147
Fixing a bug in audwrap where an already free pointer is validated (before
being freed again _), causing a whenever the music backend was closed
---
U wip/audwrap/audwrap.cpp
U
On 3/6/07, Bob the Hamster [EMAIL PROTECTED] wrote:
And having crashed repeatedly with a kernel panic as predicted by the
prophet Utnapishtim, King Gilgamesh returned home to Sumeria, and seeing
the greatness of his city, he praised the works of the hands of men, and
Ishtari looked upon him and
On 2/28/07, Bob the Hamster [EMAIL PROTECTED] wrote:
In converting my old Wandering Hamster maps to use the new layers
feature, I realized that I *desperately* required two new features.
1) A general bitset that can change the default state of Default
Passability to OFF in the Map Editor. I
Um, Bob/James — I think you borked it in this revision:
Now compiling CUSTOM with fb graphics module, and nati
Version ID 20070213
Codename wip
mapsubs.bas(186) : error 96: Branch crossing local arr
ct definition, to label: LOADMENU, local array: JIGGLE
mapsubs.bas(204) : error 96: Branch
This is all I can copypasta from the window:
DECLARE SUB tilecut (ts AS TileEditState, mouse%(), area%())
^
drawing.bas(15) : error 57: Illegal specification, at parameter 2 (state)
of ref
reshtileedit()
DECLARE SUB refreshtileedit (mover%(), state AS TileEditState)
On 2/10/07, Mike Caron [EMAIL PROTECTED] wrote:
On 2/10/07, Michael Kidder [EMAIL PROTECTED] wrote:
On 2/10/07, Kizul Emeraldfire [EMAIL PROTECTED] wrote:
On 2/9/07, [EMAIL PROTECTED]
[EMAIL PROTECTED]
wrote:
pkmnfrk
2007-02-09 17:30:34 -0800 (Fri, 09 Feb 2007)
441
Layers! Yay
WOOO! YAY! YAHOO! HOORAY!
WOOO *hyperactively
runs around, throwing confetti and streamers into the air*
FINALLY! :DDD I've wanted this for so long! THANK YOU, Mike! :D
On 2/9/07, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
On 1/19/07, Bob the Hamster [EMAIL PROTECTED] wrote:
On Fri, Jan 19, 2007 at 08:35:29AM -0800, Bob the Hamster wrote:
On Thu, Jan 18, 2007 at 08:00:00PM -0600, Kizul Emeraldfire wrote:
*
And now, for the description of a very bizzare and mysterious
bug I
On 11/27/06, Mike Caron [EMAIL PROTECTED] wrote:
On 11/27/06, Bob the Hamster [EMAIL PROTECTED] wrote:
On Mon, Nov 27, 2006 at 11:36:04AM -0800, [EMAIL PROTECTED]:
pkmnfrk
2006-11-27 11:36:04 -0800 (Mon, 27 Nov 2006)
915
A couple of related changes:
First, a timer feature. A timer
I get the following errors every time I try to compile the source:
C:\D\ohrmake
Now compiling GAME with fb graphics module, and native music module
Version ID 20061118
Codename wip
common.bas(1287) : error 4: Duplicated definition, palbuf
DIM palbuf(767) as UBYTE
^
Now
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