S'orlok Reaves | 1 Apr 2008 15:23
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Re: if anybody was wondering...


It's like... a lightweight "component", with a border.
Like, in Final Fantasy menus, you have lots of these
"pieces" making up the menu system. 

A "slice" is an object-oriented way of doing it. So we
can do things like connect menu slices (buttons,
images, hp-bars, etc.) using layouts ("centered
horizontally with X,Y"), animations, and connections
("this is logically LEFT of that") and end up with
more readable, maintainable code.

And, of course, making a newfangled slice becomes
easier, since it handles most of the drawing,
connections, layout, etc., for you.

I'll post some sample code to the wiki; I expect that
some people might want to extend the FMF's main menu
for their own games, in the far future. 

Cheers,
-->Seth

--- James Paige <Bob <at> HamsterRepublic.com> wrote:

> What, praytell, is a slice?
> 
> ---
> James
> 
(Continue reading)

Ralph Versteegen | 1 Apr 2008 16:36
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Re: if anybody was wondering...

Oh, widgets. I'm working on a GUI-from-scratch as well (well the
code's about 6 months stale by now but I will resume), taking an
identical approach, so will be interested in taking a look.

This silence from James was meant to give me a chance to do everything
I wanted done before the next release. But I've been working on a
commit for the last couple of weeks. For some reason I'm going
nowhere... every time I sit down, I run something through grep, make a
comestic change, muck around for a while, and then change it back,
eventually possibly working on some other project for 5 minutes. I
think there are other things I need to do. (Like sleep, right now)

I'll try and remember to look forward to the results of that contest!

On Wed, Apr 2, 2008 at 2:23 AM, S'orlok Reaves <sorlok_reaves <at> yahoo.com> wrote:
>
>  It's like... a lightweight "component", with a border.
>  Like, in Final Fantasy menus, you have lots of these
>  "pieces" making up the menu system.
>
>  A "slice" is an object-oriented way of doing it. So we
>  can do things like connect menu slices (buttons,
>  images, hp-bars, etc.) using layouts ("centered
>  horizontally with X,Y"), animations, and connections
>  ("this is logically LEFT of that") and end up with
>  more readable, maintainable code.
>
>  And, of course, making a newfangled slice becomes
>  easier, since it handles most of the drawing,
>  connections, layout, etc., for you.
(Continue reading)

Bob-bugzilla | 3 Apr 2008 21:47
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[Bug 596] Damage preview in attack editor

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=596

------- Comment #1 from axcalibar <at> hotmail.com  2008-04-03 12:47 -------
Perhaps in the attack preview some simple controls could be implemented where
you could select the hero/monster to use it, their level, and the hero/monster
to target it on. With enough tweaks, this could eventually become a full
fledged battle tester (also accessible through the formation menu).

--

-- 
Configure bugmail: http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/userprefs.cgi?tab=email
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Bob-bugzilla | 3 Apr 2008 21:56
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[Bug 594] Character Portraits

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=594

------- Comment #1 from axcalibar <at> hotmail.com  2008-04-03 12:56 -------
I remember someone mentioning that arbitrary sprite placement was a priority. I
imagine something in the text box editor between a backdrop and enemy placement
in implementation.

--

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Bob-bugzilla | 3 Apr 2008 22:18
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[Bug 623] New: Define Battle/Character Poses

http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=623

           Summary: Define Battle/Character Poses
           Product: OHRRPGCE
           Version: 200????? Xocolatl
          Platform: PC
        OS/Version: Windows XP
            Status: NEW
          Severity: feature request
          Priority: P3
         Component: Graphics
        AssignedTo: ohrrpgce <at> lists.motherhamster.org
        ReportedBy: axcalibar <at> hotmail.com

First off, I think the distinction between walkabouts and battle graphics
should be optional, but only, from my view, for the sake of
backward-compatibility. What are currently battle graphics should be the
default universal sprites. I'd like to be able to customize the frames and
define animation scripts (walking, surprise, jumping, etc.). It would be pretty
similar to the way animated map tiles work. 

Frame 1
wait 0.1 seconds
Frame 2
wait 0.1 seconds
(loop or end)

It'd be nice to be able to set arrays of poses. For instance, you could use a
script to make character X do pose Y. Pose 1 would be the still frame for each
direction. Pose 2 would be walking. Then Poses 3 and on would be definable, and
(Continue reading)

S'orlok Reaves | 5 Apr 2008 07:27
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Re: if anybody was wondering...


Sorry for the late reply; your message was filtered as
spam. Looking closely, MY OWN MESSAGE from my yahoo
account to the list to the SAME yahoo account was also
filtered as spam. Way to go, Yahoo.....

> I'm working on a GUI-from-scratch as
> well..., taking an identical approach, so will be 
> interested in taking a look.
Then you have my respect. A GUI toolkit is a lot
harder than I thought it was going to be to write.
I've got exams coming up, after that I'll probably
have something to show. 

> For some reason, I'm going nowhere... every time 
> I sit down, I run something through grep, make a
> comestic change, muck around for a while, and then
> change it back,
Writer's block? Coder's block? I don't know your own
style, but for me, major refactoring takes me about an
hour to actually get _started_ doing... anyways, just
have at it! I'm looking forward to your changes. (The
ones you outlined in past list emails? Or did you have
something else in mind?)

Cheers,
-->Seth

      ____________________________________________________________________________________
You rock. That's why Blockbuster's offering you one month of Blockbuster Total Access, No Cost.  
(Continue reading)

subversion | 8 Apr 2008 11:11
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SVN: teeemcee/1986 I realise it's not quite lunchtime Thursday yet, but: support for a sepa

teeemcee
2008-04-08 02:11:52 -0700 (Tue, 08 Apr 2008)
271
I realise it's not quite lunchtime Thursday yet, but: support for a separate tileset per layer. (There's no
way to specify them yet, but I did a little bit of testing with hardcoded tilesets.) Various new wrappers
and loading functions.

Haven't started on the bugs yet..
---
U   wip/allmodex.bas
U   wip/common.bas
U   wip/common.bi
U   wip/game.bas
U   wip/gfx_fb.bas
U   wip/mapsubs.bas
U   wip/udts.bi
Ralph Versteegen | 8 Apr 2008 11:16
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Re: SVN: teeemcee/1986 I realise it's not quite lunchtime Thursday yet, but: support for a sepa

On Tue, Apr 8, 2008 at 9:11 PM,  <subversion <at> hamsterrepublic.com> wrote:
> teeemcee
>  2008-04-08 02:11:52 -0700 (Tue, 08 Apr 2008)
>  271
>  I realise it's not quite lunchtime Thursday yet, but: support for a separate tileset per layer. (There's
no way to specify them yet, but I did a little bit of testing with hardcoded tilesets.) Various new wrappers
and loading functions.
>
>  Haven't started on the bugs yet..
>  ---
>  U   wip/allmodex.bas
>  U   wip/common.bas
>  U   wip/common.bi
>  U   wip/game.bas
>  U   wip/gfx_fb.bas
>  U   wip/mapsubs.bas
>  U   wip/udts.bi

Speaking about Thursday... I had actually forgotten the name of the
next release! Who here still remembers it?
Kizul Emeraldfire | 8 Apr 2008 11:38
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Re: SVN: teeemcee/1986 I realise it's not quite lunchtime Thursday yet, but: support for a sepa

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 <teeemcee <at> gmail.com> wrote:
> On Tue, Apr 8, 2008 at 9:11 PM,  <subversion <at> hamsterrepublic.com> wrote:
> > teeemcee
> >  2008-04-08 02:11:52 -0700 (Tue, 08 Apr 2008)
> >  271
> >  I realise it's not quite lunchtime Thursday yet, but: support for a
> separate tileset per layer. (There's no way to specify them yet, but I did a
> little bit of testing with hardcoded tilesets.) Various new wrappers and
> loading functions.
> >
> >  Haven't started on the bugs yet..
> >  ---
> >  U   wip/allmodex.bas
> >  U   wip/common.bas
> >  U   wip/common.bi
> >  U   wip/game.bas
> >  U   wip/gfx_fb.bas
> >  U   wip/mapsubs.bas
> >  U   wip/udts.bi
>
> Speaking about Thursday... I had actually forgotten the name of the
> next release! Who here still remembers it?
> _______________________________________________
> Ohrrpgce mailing list
> ohrrpgce <at> lists.motherhamster.org
> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
>
(Continue reading)

Simon Bradley | 8 Apr 2008 14:10
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Gravatar

Re: SVN: teeemcee/1986 I realise it's not quite lunchtime Thursday yet, but: support for a sepa

Werewaffle wasn't it? Or did I miss that.

I don't like it. I suggest Worldofwarcraft.

Simon

On Tue, Apr 8, 2008 at 10:38 AM, Kizul Emeraldfire
<kizulemeraldfire <at> gmail.com> wrote:
> 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 <teeemcee <at> gmail.com> wrote:
>  > On Tue, Apr 8, 2008 at 9:11 PM,  <subversion <at> hamsterrepublic.com> wrote:
>  > > teeemcee
>  > >  2008-04-08 02:11:52 -0700 (Tue, 08 Apr 2008)
>  > >  271
>  > >  I realise it's not quite lunchtime Thursday yet, but: support for a
>  > separate tileset per layer. (There's no way to specify them yet, but I did a
>  > little bit of testing with hardcoded tilesets.) Various new wrappers and
>  > loading functions.
>  > >
>  > >  Haven't started on the bugs yet..
>  > >  ---
>  > >  U   wip/allmodex.bas
>  > >  U   wip/common.bas
>  > >  U   wip/common.bi
>  > >  U   wip/game.bas
>  > >  U   wip/gfx_fb.bas
(Continue reading)


Gmane