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PhyrFox Tenshi's Bitch (Peach says "Suck it!")
Joined: 19 Nov 2004 Posts: 64 Location: New York, USA
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Posted: Tue Jan 18, 2005 3:24 pm Post subject: OHRRPGCE-4-Win |
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Several people here may be familiar with OHRRPGCE (Offical Hamster Republic Role-Playing Game Construction Engine) that is offically developed by "Bob The Hamster." Several of you might have even tried developing a game in OHRRPGCE, and maybe you made a fairly good game of it, too.
I've been interested in OHRRPGCE for quite a while. After all, it's simple enough for beginners, but has just enough features to make a workable RPG. I know I've mentioned it in several other places before. At any rate, a few months ago I asked Bob if I could re-make the OHRRPGCE for a Windows environment.
He agreed.
So, due to various reasons (although no truly valid excuses), I've been unable to complete the project. Finally, it's moving along at a reasonable pace. Shortly, I'll have a demo version of what I believe will be the next viable generation of OHRRPGCE. Coincidently, I am going to need some alpha testers, as well as ideas for improving over the original engine without breaking compatibility with the original engine.
If I could have some people check out OHRRPGCE [ http://www.hamsterrepublic.com/ohrrgpce/ ] and play around with it, then give me ideas of how I might improve on it, I'm open to suggestions. I already have included a graphical filtering system that allows for 9 graphics mode (including an original 320x200 mode), plus I will be implementing ideas I have on improving the original UI for the game.
Other ideas, posted here or sent to me directly, would be welcome. Shortly, in the next couple of weeks, I will post my engine (when it is in a playable format, or at least a demo format) to show off as a demonstration.
~= PhyrFox =~
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Tue Jan 18, 2005 4:18 pm Post subject: |
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improvements:
True Midi sound, MOD music and sound effects.
Varaible Opacity for graphics.
More map layers
The interface is decent though. Keep that. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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PhyrFox Tenshi's Bitch (Peach says "Suck it!")
Joined: 19 Nov 2004 Posts: 64 Location: New York, USA
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Posted: Tue Jan 18, 2005 6:13 pm Post subject: Updates |
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I have considered adding features to OHRRPGCE such as MOD files and things, but currently that would involve updating his file format as well, which is currently designed for extensibility. Certainly, I can add such capabilities to his format, although that would mean that those who want to create backwards compatible games (able to play in either engine) would need to have two separate file formats for the music: a MIDI version and a MOD version.
Currently, the ideas I'm toying with include a "MIDI to pseudo-MOD" convertor, which would basically include packaged hi-fidelity samples to convert his internal format to a
"FM-synthitized" format for higher quality, or allowing MOD files to be directly added to the file, and whose presence would override the "default" MIDI format.
As for adding sound effects, that would probably require updating the scripting engine, or one or more other sub-engines to generate the events required for sound effects. Of course, this means that the sounds would only be included in the Windows engine, and wouldn't play in the original engine at all.
Currently, the only true extensions I'm considering adding that wouldn't effect the file severely would include an options package that would allow a "default" graphics upgrade for Windows players (versus having to go into the menu and selecting the upgrade options), which also means the main GUI is going to have updates as well, anyway.
And, of course, I'm still dealing with turning OHR into a multi-threaded Windows application in addition to all the rest.
Graphical improvements over the original are inevitable, such as upgrades to the main loading screen, and various menu systems. Most likely this will include options to have true alpha-blending on menus, as well as options for how to handle the additional "tile" worth of space left over on the top and bottom of the screen (320x200 verus 320x240). Such options currently appear to include "wide-screen" format (leaving them black), moving text dialogs to the bottom or top (probably bottom), and/or including help dialogs that would appear along the bottom of the screen.
But I will definately take your ideas into consideration, although for anything substantial, I need to request permission from James Paige (Bob) to make such changes.
~= PhyrFox =~
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Terry Spectral Form
Joined: 16 Jun 2002 Posts: 798 Location: Dublin, Ireland
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Posted: Tue Jan 18, 2005 7:55 pm Post subject: |
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The easiest way to approach this would probably be to try and compile the OHRRPGCE qbasic source in Freebasic. It'll be a while before Freebasic is ready, and you'll probably have to rewrite some of the graphical routines, but it'll be a lot less work that way, and completely compatible too. Probably. But if you've already got another .rpg reading engine created, then I guess it doesn't matter.
I used to love OHRRPGCE. Because of that, I wouldn't recommend adding new features at all. James Paige has already said that at some point, he's going to start from scratch (on something he calls "HamsterWheel"). Your goal should probably be just to provide a more compatible RPG engine that runs old .rpg games, otherwise, you're just stepping on his toes. Alternatively, why not make your own RPG engine to do *something* that none of the others do?
[edits] some atrocious spelling errors that I just had to fix... _________________ http://www.distractionware.com
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PhyrFox Tenshi's Bitch (Peach says "Suck it!")
Joined: 19 Nov 2004 Posts: 64 Location: New York, USA
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Posted: Wed Jan 19, 2005 4:28 am Post subject: |
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Chaotic Harmony wrote: | The easiest way to approach this would probably be to try and compile the OHRRPGCE qbasic source in Freebasic. It'll be a while before Freebasic is ready, and you'll probably have to rewrite some of the graphical routines, but it'll be a lot less work that way, and completely compatible too. Probably. But if you've already got another .rpg reading engine created, then I guess it doesn't matter.
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I don't have the source, nor have I asked for it. If he wanted to have made such a port, he could easily do so, except for the part where he mentions that many ASM routines have been used, which would likely have been DOS hacks anyway, so there'd still be a lot to re-write. My goals include: 1) Creating an engine based off of an existing system. 2) Improving the quality of what is already a good product.
Chaotic Harmony wrote: |
I used to love OHRRPGCE. Because of that, I wouldn't recommend adding new features at all. James Paige has already said that at some point, he's going to start from scratch (on something he calls "HamsterWheel"). Your goal should probably be just to provide a more compatible RPG engine that runs old .rpg games, otherwise, you're just stepping on his toes. Alternatively, why not make your own RPG engine to do *something* that none of the others do?
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That is exactly what I want to avoid doing; adding features that James himself wouldn't necessarily want to have to include (or can't include, as in the point that the source is virtually maxxed out from a DOS standpoint). I love the engine; it's simplicity and ease of use is great, and there's a large user base as well. If it's not broken, don't fix it. (Speaking of which, the BugList for OHRRPGCE will be eliminated in the Windows version, although enevitably I'll have some of my own).
I want to make a project that would be widely accepted, and probably even used on a regular basis for playing and editing the RPG files. Then again, I'm not saying that his version would be obsolete, it would still be useful for people with slower systems (I don't have a recommended system configuration, but it looks like it's going to be quite hefty). I just want features that I, for example, currently don't have. I can't listen to the music, which in some cases has been carefully composed by people who know how to do such things, or include awesome music anyway.
I'm just adding a few basic features, none of which change gameplay in any major fashion (with the exception being a true ATB system, as sported by commercial games such as Final Fantasy). The current list of features include: 60fps on systems which meet the minimum configuration, sound support for Windows, "improved" graphics (much the way PS2 "improves" PS1 graphics when enabled), a wide-screen format for closer pixel aspect ratios, and improved joystick/mouse support. Additional changes include a facelift to the GUI, and other minor variances. Other than that, it will play identically the same. And, most of the features can be turned off as well, all the way down to looking like the "original", with minor exceptions (such as the menu system).
It's not my intend to replace, just to suppliment. When I finish this project, my next project will be a new feature, much like James is plotting "HamsterWheel", so I have ideas from making this engine; it's a creative starting point that will serve as a catalyst that proves that I can make quality products and ideas as for what I'd have in an RPG engine.
~= PhyrFox =~
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Charbile Lowly Slime
Joined: 04 Feb 2005 Posts: 1
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Posted: Fri Feb 04, 2005 2:46 am Post subject: hi |
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A few days after talking about the worst flaw of the ohrrpgce (compatibility, use to consider sound fx or lack thereof the worst) and the desire for an ohr windows player to reach a larger audience since most won't bother with dos-box, someone pointed me to this thread. I was pleasantly surprised and have been checking back every day since. I am on the verge of completing my first 'indie-rpg' using the ohrrpgce, the product of a few years off and on, and so have a vested interest in seeing you succeed. Which I would very much like to see you succeed. I would be happy to test and am looking forward to your demonstration.
By 'improved graphics', do you mean things like scanlines/rendering? If so, I must suggest 2xSAI Kreed. It is the best one I have seen in improving the quality of low resolution 2d graphics.
You wouldn't happen to have used any other online aliases would you? Your writing style seems familiar.
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PhyrFox Tenshi's Bitch (Peach says "Suck it!")
Joined: 19 Nov 2004 Posts: 64 Location: New York, USA
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Posted: Fri Feb 04, 2005 4:26 am Post subject: Re: hi |
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Charbile wrote: | A few days after talking about the worst flaw of the ohrrpgce (compatibility, use to consider sound fx or lack thereof the worst) and the desire for an ohr windows player to reach a larger audience since most won't bother with dos-box, someone pointed me to this thread. I was pleasantly surprised and have been checking back every day since. I am on the verge of completing my first 'indie-rpg' using the ohrrpgce, the product of a few years off and on, and so have a vested interest in seeing you succeed. Which I would very much like to see you succeed. I would be happy to test and am looking forward to your demonstration.
By 'improved graphics', do you mean things like scanlines/rendering? If so, I must suggest 2xSAI Kreed. It is the best one I have seen in improving the quality of low resolution 2d graphics.
You wouldn't happen to have used any other online aliases would you? Your writing style seems familiar. |
I am motivated by what you have to say. I am currently nearly on the verge of tears with a problem that's plaguing my project (nearly to the point of needing to remove a huge secton of code, and start over), so it is good to hear that there is at least one person who would benefit from this. Although, technically, once this elusive memory bug is squashed, programming will proceed along at a very fast rate indeed. Currently, I have all of the file structures that would load an RPG file, so I'm thinking about having it load via a parameter until I can fix the primary menu system.
There are currently a few ideas that I have for how I would like to improve the RPG. It would be improved primarily within a few different functionalities that I am trying to implement.
The first, will be the ability to have an integrated editing/playing engine, meaning that indie developers using OHR can make a trivial change to a map or other data, and test the results of the change with a keystroke. (Not available until a future version, but something to look forward to).
Secondly, the ability to run OHR in any version of Windows (well, not any, it will only apply to Windows 95 and higher, which is perfect, since OHR runs in 98 and lower quite perfectly).
Thirdly, an improvement of the music engine to play via FM modulation instead of MIDI synthesis (again, not in the demo release, but look forward to it).
The fourth improvement are the above-mentioned graphical improvements. Currently, there are "9" graphical modes available, as two sets of three options that can be applied. The idea of using 2xSAI may be a possibility, but would require a complete rewrite of the graphical rendering portion, which already uses an agressively optimized C++ strategy to minimize time spent in the filters.
The general formula for the filters are: "blank inbetween", "duplicate", and "average" modes.
So, the nine modes currently set up are:
"1-4": A "tv" mode looking one.
"2-4": Vertical scanlines. (yes, you read correct).
"3-4": Vertical interlaced scanlines.
"1-5": Horizontal scanlines.
"2-5": "Original mode": 320x240 (yea, I know, it's 320x200).
"3-5": Horizonal interlaced full screen.
"1-6": Interlaced horizonal scanlines.
"2-6": Vertical interlaced full screen.
"3-6": Full interlaced full screen.
"1-4" has the darkest contrast...
"2-5" has the largest pixels...
"3-6" looks smoothest...
There will be something for everyone here.
Although, there will likely be at least some incompatibilities with OHR, most notably, I may or may not make the save files compatible. This is due to an upgrade in the saving system so that things you *think* should happen, do. Change a NPC via the scripting language, and the change is permanent, not until map reload. Events that effect a map stay in effect, etc. I'm also extending the scripting engine with a simple command that games will be able to use to use advanced scripting functions if it detects the Windows versions.
You're probably familiar with some commercial games that had this coding built into them (on the Gameboy, some GBC games would have hidden stuff you could only access on a GBA). So, the game *may* be able to read the saves from Jame's version, but don't expect it to make save files compatible with his version.
Other options are going to be available to players as well (I might make them "selectable" by the artist; he can lock out options he does not want, or force things that would be a part of her game). Currently, I am thinking about such options as: a wide-screen or full-screen format (to match original graphics, or add a row of tiles to top/bottom), moving text to a dedicated text-output area (top or bottom 40 pixels), or probably several other possible options. Input would be appreciated, especially earlier in the development cycle.
Well, I think that's enough for now, but just to give you an idea of the near future...
As for other aliases, I am known under this name on Yahoo, Hotmail, CollegeClub, Bolt, and MyMail, ICQ, Imici, in addition to several other newsgroups/forums. Additionally, I have on AIM QwestFoxAtWork. I was also known under Juno, FurryMUCK, and a few older places as GoldenFox (which was eventually a common name, hence the change). I also frequented several adult furry MUCKs a few years ago, under the name MystickFox. And finally, I was known in the world of BBSes (primarily in the 303 scene) as "No Fear", a popular term of the '90s and in irony to my last name, Fear.
But I don't recognize Charbile as a user name, so I don't know if we've ever communicated before. But feel free to message me on ICQ, AIM, Yahoo, or Hotmail, I commonly have those loaded while I am awake, with Yahoo being the most preferred method of contact.
When a demo is ready, it will be posted on my GeoCities page, which does not have a working demo yet.
~= PhyrFox =~
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PhyrFox Tenshi's Bitch (Peach says "Suck it!")
Joined: 19 Nov 2004 Posts: 64 Location: New York, USA
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Posted: Fri Feb 04, 2005 4:37 am Post subject: |
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As a side note: My projects page Not up yet (not with anything useful), but check back often. I'll start posting info here on a regular basis regarding the project.
Edit: Alright, CSS is not very user friendly. I need to re-design the main page; it won't work in FireFox. Anyway, you may also go here: Engine Status Page. I'll post information here as it becomes available.
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Fri Feb 04, 2005 9:50 pm Post subject: |
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I tried the OHRRPGE years ago, and was dissuaded by its weak scripting engine. I played around with it a bit, but after some study I decided yeah best to let it go.
Now I have a professional level engine and... I'd like to work with somebody to make something with it.
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PhyrFox Tenshi's Bitch (Peach says "Suck it!")
Joined: 19 Nov 2004 Posts: 64 Location: New York, USA
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Posted: Sat Feb 05, 2005 2:53 am Post subject: |
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LordGalbalan wrote: | I tried the OHRRPGE years ago, and was dissuaded by its weak scripting engine. I played around with it a bit, but after some study I decided yeah best to let it go.
Now I have a professional level engine and... I'd like to work with somebody to make something with it. |
Well, OHR isn't exactly dead, and the scripting engine is about to receive at least a bit of a facelift. I plan on working on this for a while, but if you have a worthy project that won't consume too much time, I wouldn't mind helping, although my primary talent is mostly with stories and such, more than being a graphical or musical artist. But if you need ideas, feel free to ask. If I have the time I'll help.
~= PhyrFox =~
Edit: Enabled BBCode. Also, I will be attempting work on OHR at least an hour a day; look for updates on my page.
Last edited by PhyrFox on Sat Feb 05, 2005 4:45 am; edited 1 time in total
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Friend Pretty, Pretty Fairy Princess
Joined: 20 Feb 2003 Posts: 6
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Posted: Sat Feb 05, 2005 3:36 am Post subject: |
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Well, I thought I'll voice my support too. I have two games done with OHRRPGCE currently, and am quite concerned that most of my friends bailed out playtesting just because they''re DOS-based. I think it should be obvious that most game authors would want, above all things, that their game be played. The DOS-based nature of OHR has kept most players from trying, I would imagine. As far as suggestions go, I'm really not sure what to add... since you know, like you said, the fact that it's on windows is already one major leap forward.
Also, OHR's user base is quite big. While I can't talk for everyone, I'm sure that there are alot of people who would benefit from this engine. Your engine might as well be one of the things that draw people in when it's completed.
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Sat Feb 05, 2005 7:00 am Post subject: |
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LordGalbalan wrote: | professional level engine | I do not think this means what you think it means.
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bay Wandering Minstrel
Joined: 17 Mar 2004 Posts: 138 Location: new jersey, usa
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Posted: Sat Feb 05, 2005 11:22 am Post subject: |
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janus wrote: | LordGalbalan wrote: | professional level engine | I do not think this means what you think it means. |
i less than three janus.
.02$
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sat Feb 05, 2005 6:15 pm Post subject: |
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I don't see why not. I mean, it has objects, and even if it doesn't do things "by the book", what does it matter when a significant portion of the population avoids doing something because they have to do it by a "book" that they don't understand. It's never going to become outdated, in the least, because it has a system that cannot ever be improved upon--due to the limits of the human mind--and even if its no better than any other system, then at least the conclusion is decisively drawn that there can be no authentic "better" relative to all parties. I didn't make it for professionals; rather, I made it to help amateurs do professional level work.
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Mandrake elementry school minded asshole
Joined: 28 May 2002 Posts: 1341 Location: GNARR!
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Posted: Sun Feb 06, 2005 1:57 am Post subject: |
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Hm, I'd have to agree with Janus. _________________ "Well, last time I flicked on a lighter, I'm pretty sure I didn't create a black hole."-
Xmark
http://pauljessup.com
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