Software Details:
Version: 2012-07-31
Upload Date: 20 Feb 15
Distribution Type: Freeware
Downloads: 95
O.H.R.RPG.C.E is an engine for making 2D console-style Role Playing Games.
A Linux port of the DOS-based "Official Hamster Republic RPG Construction Engine". Used for making games similar in style to the NES and Super Nintendo Final Fantasy games. A large assortment of RPG games are already available.
What is new in this release:
- This is a small, yet important bugfix release to fix a regression.
What is new in version 2011-05-06:
- This version has been ported to Mac OS X (intel only), making this the first tri-platform (Windows/Linux/Mac) release.
- Many bugs have been fixed and many features have been added.
- Highlights include undo/redo support for the map editor, more NPCs per map, a larger maximum map size, 64 elementals instead of 8, a new map zones feature, a slice collection editor, new scripting commands, a simpler script compile/import procedure, reduced system requirements, and a variety of other things detailed in the whatsnew.txt changelog.
What is new in version 2011-05-05:
- New Features:
- Ported to Mac OS X! (Intel Macs only) [Ralph]
- New general bitset "Locked heroes can't be re-ordered" [James]
- Slice collection editor can create complex collections of slices to load into plotscripts [James]
- New general bitset, "Attack captions pause battle meters" [James]
- Savegames are now in a new format. Instead of a gamename.sav file you will have a gamename.saves folder. (the conversion is automagical and you will not lose any saves) [James]
- Rewrote script usage menu to be enormously faster and sort scripts into numerical/alphabetical order [Ralph]
- You may now have up to 500 NPC definitions per map [Ralph]
- Maximum map size raised to 100,000 tiles [Ralph]
- New menu item bitset to suppress the on-load script if the menu item closes the menu [James]
- New menu feature to automatically open another menu when you close the current menu with ESC [James]
- Expanded (and fixed) Erase Map Data menu [Ralph]
- The line and oval tools are now pleasant to use instead of teeth-gnashingly awful, and the pixels in the tile editor are no longer stretched [Ralph]
- Added Replace Colour tool to tile and sprite editors [Ralph]
- New general bitset "Don't randomize battle ready meters" [James]
- New attack bitset "Delay doesn't block further actions" allows attacks to be queued without blocking the attacker from taking other actions [James]
- Jay Tennant's gfx_directx is now the default graphics backend under Windows (automatic fallback to gfx_sdl on old computers). Click the window icon to access gfx_directx's Options menu, and drag the corner of the window to change zoom!
- gfx_directx input rewrite: adds joystick support, normal mouse speed/acceleration, removes forced mouse clipping and adds "mouse region" support [Jay]
- gfx_directx expanded hardware support [Jay]
- gfx_directx added option in Options dialog to disable system messages (like Alt-Space) from operating--Alt-Tab and Alt-Enter still function as expected [Jay]
- When using an item in the item menu, there is now visual feedback when you use the last item in a stack. [James]
- Lots of new scancodes added for scripts: you can now, for example, tell apart Numpad 2 and the Down key. You have to turn on the general bitset "Enable better scancodes" for these to fully work, see "key is pressed" in the dictionary for more details. [Ralph]
- New dissolve animations Squeeze, Shrink and Flicker [Ralph]
- Page up/page down/home/end keys now work in most built-in in-game menus [Ralph]
- You can set a cap on the maximum hero level, from 0 to 99 [Ralph]
- (Anti-feature) The internal password format has changed a 3rd time. Old utilities and versions of Custom will not be able to open passworded games; remove the password to use them. [Ralph]
- Lots of element related stuff:
- Enemy, hero, and equipment elemental strong/weak/absorb bits have been replaced with percentage-based "Damage from < element >" options. The second Status menu screen now shows percentages.
- Attack "Fail vs. < element > resistance" bits have been replaced with percentage-based elemental resistance failure thresholds.
- The enemy types have been replaced by elements 9-16: "Is < enemytype >", "Bonus to < enemytype >" and "Fail vs. < enemytype >" have been translated to elemental equivalents.
- In Battle System Options you can select from three formulae for combining equipment elemental resistances into the effective elemental resistances for heroes.
- You can now have up to 64 elements (you have to set a higher number of elements before they become available). [Ralph]
- You can select menu items on Custom's main menu and graphics menu by hotkey (eg. I for Edit Items or Import Music) [Ralph]
- Ctrl+F8 debug to print out the slice tree to g_debug.txt
- Added Zones to maps. A zone is just a group of tiles on the map, with data attached (sadly no triggers are implemented yet). There are 9999 zones per map. Each NPC type may have a 'movement zone', confining where it can move. [Ralph]
- Added drawing tools -- Draw, Box, Fill, Replace, and Paint Tilemap -- to the map editor, available in Tile, Wall, Foe, and Zone modes! [Ralph]
- Press Ctrl+Z and Ctrl+Y to Undo and Redo changes in the tilemap, wallmap, foemap, and zonemap editors! These share a single near-infinite history. Certain operations delete the history. [Ralph]
- Attack maximum Extra Damage raised to 32767%
- You can customise the amount of experience given to heroes not in the active party in the Battle System Options menu [Ralph]
- Import .hss files in Custom, and they will be automatically compiled with hspeak [Ralph]
- Bugfixes:
- Bug 749: Attacks configured to do No Damage still do damage when used outside battle [James]
- Bug 819: %-based attacks don't heal outside of battle [James]
- Bug 9: Elemental strength/weakness/absorbtion is not yet applied to spells used outside of battle. [James]
- Fixed a case where "add hero" could add more heroes than you are supposed to be able to have under certain conditions [James]
- Bug 486: Chained attacks fail on stored dead targets [James, msw188]
- Bug 851: Instead-chains fail or cause other chains to fail under certain conditions [James msw188]
- Using an item that triggers a text box could cause a menu double-close warning if the menu item that opened the items menu was set to always close the menu [James]
- Bug 845: upgrading old games that contain no shop stuff lump always produced a confusing warning [James]
- 'Set tag', 'Toggle tag' and 'Close menu' options were ignored when menu items were triggered via "use menu item" [Ralph]
- NPCs appearance was not updated according to tags set from a menu item or from the tag debug menu [Ralph]
- "create NPC" could create NPCs with garbage 'extra data' [Ralph]
- gfx_directx: fixed garbage and window resizing at startup [Jay]
- gfx_directx: fixed slow screen fades and framerate [Jay]
- gfx_directx: added support for all all key scancodes [Ralph, Jay]
- gfx_directx: fixed fast keypresses being lost [Ralph, Jay]
- gfx_directx: fixed keyboard/mouse clearing state leaving window [Jay]
- gfx_directx: fixed graphical errors in Vista/Win7 [Jay]
- gfx_directx: fixed Ctrl-Alt-Del crashes in Vista/Win7 [Jay]
- gfx_directx: fixed slow downs caused by leaving the window [Jay]
- gfx_directx: fixed window resizing/engine cursor issues [Jay]
- gfx_directx: fixed garbage occurring when enabling/disabling Aspect Ratio Preservation in Options dialog [Jay]
- Your MP (and the rest of the spell menu) is no longer hidden while you target a spell outside of battle. [James]
- Scrolling a sprite or a maptile is now done with the new scroll tool instead of holding down the CAPSLOCK key, which was rather annoying. You can now click and drag to scroll. [Ralph]
- Getting the maptile under the cursor is now done with the G key (instead of the CAPSLOCK key, which we can all agree was confusing!) [James]
- "string to globals" and "globals to string" weren't working with global variable IDs > 1024 [Ralph]
- Bug 863: "load tileset" and "change tileset" did not (completely) work on map layers 3 and above [Ralph]
- music_sdl no longer secretly keeps seperate volume levels for MIDIs and non-MIDIs, which confused people and broke fading scripts. [Ralph]
- Cursor, accept and cancel sound effects weren't used in battles [Ralph]
- Could not exit from empty menus with Esc key [Ralph]
- Fixes to fatal error reporting: no longer gives the option to continue if it means corrupting the game, and Custom no longer deletes working.tmp, so that you can recover your work [Ralph]
- "horiz flip sprite" and "vert flip sprite" reset the sprite's palette to default [Ralph]
- Trying to reorder map layers if there's only one crashed [Ralph]
- Bug 865: Slices attached to map layer 0 were drawn on top of all map layers [Ralph]
- Fixed an assortment of 19 bugs in HSpeak: crashes, missing error checking, miscompiling and misoptimising scripts, incorrect error messages [Ralph]
- Bug 827: Flood fill in the sprite editors could count all pixels of one colour around the sprite edges as connected [Ralph]
- New Plotscripting Stuff:
- You may no longer used the characters ", $ or = in script and variable names.
- "include" is parsed differently; enclose your filenames in quotes if they contain spaces, a path, or are case sensitive
- "reset hero picture" and "reset hero palette" [James]
- "set slice clipping", "get slice clipping" [James, Ralph]
- "create grid", "slice is grid", "set grid columns", "get grid columns", "set grid rows", "get grid rows", "show grid", "grid is shown" [James]
- "load slice collection" [James]
- "add hero" command now returns the party slot it added the hero to, or -1 if the party is full. [James]
- "set slice edge x", "set slice edge y" [James]
- "get slice lookup", "set slice lookup" [James]
- "trace value" [Ralph]
- "abs", "sign", "sqrt" [Ralph]
- "map cure" replaces deprecated "outside battle cure" [James]
- "read attack name" replaces deprecated "get attack name" [James]
- "spells learned" replaces deprecated "spells learnt" [James]
- "allocate timers" (removes 16 timer limit) [Ralph, James]
- New script trigger for when you close a menu. [James]
- "set npc ignores walls", "get npc ignores walls", "set npc obstructs", "get npc obstructs", "set npc usable", "get npc usable", "set npc moves", "get npc moves" [Ralph]
- "init mouse" no longer locks the mouse to the window
- "read zone", "write zone", "zone at spot", "zone number of tiles", "get zone name", "get zone extra", "set zone extra" [Ralph]
- "use item", "use item in slot" [James]
- "map width" and "map height" now take an optional argument, the map number [Ralph]
- "mouse click"; you can test the middle mouse button now [Ralph]
- "extended scancodes enabled" [Ralph]
- Resolution of "get/set music volume" increased [Ralph]
- "get level cap", "set level cap" [Ralph]
- "load backdrop sprite", "replace backdrop sprite", "set sprite trans", "get sprite trans" [Ralph]
- "hero base elemental resist as int", "set hero base elemental resist", "hero total elemental resist as int" [Ralph]
- Vikings of Midgard:
- Stuff Only Developers Will Notice
- Test suite and benchmarks for RELOAD format [Mike]
- Comprehensive SCons-based build system, to replace all the others [David Gowers]
- Generic resizable arrays ('vector's) to replace FreeBASIC's horrible builtin arrays. This is why you should not rush programming language features :) [Ralph]
What is new in version 2010-02-08:
- fixed a crash in empty menus
- fixed a bug that broke the sidescroller game Trailblazers
What is new in version 2008-10-02:
- This release adds text-box-related improvements such as character portraits, customizable borders, and special menu triggering.
- The limit of 36 unique NPCs per map has been raised to 100.
- A text box exporter has been added so you can edit or spell check your dialog in an external editor and re-import it.
- A bug that could potentially cause crashes with OGG music has been fixed.
- There are various other minor fixes and improvements.
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