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Posts posted by Aran
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As close to locking as I can do.

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To some of your points, I would shyly nod my head in agreement, if I was sure you were serious.Quote:Originally written by Papa Donatus II:
Practically none of my scenarios feature mystery, tests or puzzles. A scant number feature actual adventuring, and most of my combat is totally unbalanced- reasonable within the vacuum of itself, but otherwise game-breaking. -
I hear a curious FapFapFapFapFap noise in this topic. Is it the sound of spammers enjoying themselves with their post count?

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I commonly use a singleton spellcaster...Quote:Originally written by Toasty Warm:
I am interested in your strategies of using a singleton versus spellcasters. How do you build up spell resistance, fight multiple spell casters at once. I find it is fairly easy to handle melee combat as a singleton. I am running up against problems versus spell casters.
Well, scratch that, not entirely true. I use a pair of characters, both spellcasters (one priest, one mage). -
Ah yes. I already found the 3d editor from the sourceforge link in Notus' siggie.
How could I ever design without this? Oh right. I couldn't.

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What is the status of this? Somehow, I missed the topic when it was posted, and I've been dying to see a 3d editor for Windows all this time. Is there any final version available yet?
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Well, with the character editor you can change the day. So with that, I could do it in 0 days.

It's pretty much impossible to do it significantly under 20-25 days without the benefit of a walkthrough or previous experience. Finding out what to do next takes a lot of the time.
This is not taking into account that someone could play by backing up the save file, exploring, then reloading and going again by the shortest way. I would count that as "previous experience".
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The Khassper scene in the Undead city, much more than the one where Kass tells you the Slith history, is roughly what I wanted to do. The way the player has to take another step to begin the scene is annoying, but I suppose it's unavoidable then.
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Okay, I suppose I'll just do it like that, and make it a little more obvious that the party should just step forward to see.
(Incidentally, I went through that cutscene scene in Bahssikava just moments ago.
)Edit: Oh, and yes, in this instance, doing it like in Bahssikava does look stupid. It breaks the line of dialog, and I might be better off doing it like the Trahison cutscenes in Canopy. Perhaps I could end talk mode immediately before the node in question, and use a dialog box for that last bit...
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I'm a bare beginner at scripting, and there are a a few things that have driven me to utter despair. One of them is this.
Here's what I'm trying to do:
The party enters a town via teleport. With the first step they take, they get a message played (message_encounter()), telling them that a figure is visible in the distance. When they approach the person, another state automatically enters talk mode. So far, so good.
But now, I want one response in the conversation (several, actually) to end talk mode, display a cutscene, and then re-enter talk mode.
I've tried to do this with the following code:
Unfortunately, this executes the cutscene before leaving talk mode (I can tell by the way the computer pauses for a few seconds before leaving the talk window. Ouch.Code:begintalknode 17;state = 9;nextstate = 10;question = "...";text1 = "...";action = END_TALK;code = set_state(16); //The cutscene statebreak;
Next, I try this:
Which, of course, leaves talk mode and does nothing else. The code beyond the end() is not read.Code:begintalknode 17;state = 9;nextstate = 10;question = "...";text1 = "...";action = END_TALK;code = end(); set_state(16); //The cutscene statebreak;
Currently, I've tried a workaround that simply leaves talkmode, and then, when the player walks a step in any direction, starts the cutscene. But it looks very stupid.
The conversation is far too long to use only dialog windows for it (TM has done that in Canopy with conversation between cutscenes, I believe).
Is there any other way?
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Well, first of all, I recommend you post it to the Louvre database , which stores pretty much all BoA graphics. The submission form is here .
Edit: I just realized that that won't work if you're on IE, since it will start up Outlook which you said doesn't work. Ouch.
Then again, you could mail it to arancaytar.ilyaran at gmail.com, and I can pass them on to Brett.

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I think this is actually the third thread like this. Seems like Jeff has a large customer base on the southern hemisphere.

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TM, you make me reconsider surfing here at work. You do know I'm killing myself here trying not to laugh out loud?Quote:Originally written by Le Martyre de la Terreur:
Having Made My first town, I open it up in BoA (The Game) and hear endlessly the sound that you hear when you miss an enemy.
FapFapFapFapFapFapFapFap
How Do I Fix It? Is It Fixable? Turning off BoA has not helped and my right hand is nowhere to be seen. -
Perhaps the coordinate input could be relative to the current characters position, and put them on the town border if it's out of range...Quote:Originally written by Thuryl:
Coordinate input would work pretty well, I think. Basically you'd need two consecutive Numeric Input domains in your script (one for x-loc, one for y-loc). Two problems would be party placement (which is a problem with any sort of teleportation) and the fact that the player would need a fair idea of their starting coordinates (it'd probably be a good idea to actually tell them the lead character's current location before the first Numeric Input.)
Also, Kel: Mind putting in a pagebreak in the longer lines of the code? My browser renders this awfully... -
This "direction and distance" approach limits the options very much.
Would a coordinate input work, just out of interest? I was thinking of using something like that in a scenario...
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I get the feeling that Jeff Vogel's marketing sector of choice has finally found these forums.
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Yes, but you'll still have to either waste hours copying and pasting all those item names, or write a program for it.
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It would get people ranting, and some starting protest marches. As for A6... Jeff should start looking over his shoulder for BoE veterans out to lynch him.Quote:Originally written by Betamax sales collapsed.:
Maybe if A4 sells well it'll also see an A5. Wouldn't that get people talking?
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It would get people ranting, and some starting protest marches. As for A6... Jeff should start looking over his shoulder for BoE veterans out to lynch him.Quote:Originally written by Betamax sales collapsed.:
Maybe if A4 sells well it'll also see an A5. Wouldn't that get people talking?
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X has a weird sense of humor, if I remember correctly.
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Certainly it must be something good if it was able to make up for the rest of the crap they got and allowed him to survive...
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That thing could well have been their doom...Quote:Originally written by Dolphin:
Maybe they would have done better had they remained a group.
While on the topic of their equipment, how long did everyone carry the Xian Scull around? That thing spoke up at some really bad times.
*cue 4 adventurers silently sneaking through a dark tunnel*
Elsner: (whispering) Don't make a noise, or the Ogres will hear us and we're dead.
Xian Skull (loudly yelling): HEY FOLKS, I'M A TALKING SKULL, AIN'T THAT GREAT?!
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Afaik, all Vahnatai words are simultaneously singular, plural and adjective. At least that's what they look like with those vowel endings.Quote:Originally written by Sacred ASCII Text:
Vahnavoi are undead vahnatai who don't have any magical abilities. The undead spellcasters are hraithe, or maybe hraithes. I can't recall the proper pluralization.
—Alorael, who would call them liches if they weren't much more common and much less powerful than ordinary liches. They're closer to souped-up spirits, except they're more fleshy. -

Loophole in unregistered
in Blades of Exile
Posted
This won't work too well. There's SOME check that's performed on VoDT to check whether or not it's been modified. If / once you change it too much, I think you might find yourself caught out.