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nikki.

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Everything posted by nikki.

  1. The last one I made was to read the x co-ordinate wrongly on a space, and then enter it into a script. Two hours of frantic searching for missing semi-colons, and hunting through the docs, I realised that my flip_terrain call WAS working - just not in the right place.
  2. I like TM's analysis more than the games I think... Actually, I voted A3. It has the surface and night-time. Those things appeal to me greatly. Close second was A2.
  3. Quote: Originally written by Ash Lael: ...the heck? If you're going to convert a BoE scenario, there are heaps of great options available now. You don't need to wait for Drakey to make one. I was only saying that I'd want to play it on BoA, due to my hating BoE's engine... Not that I was looking for portable BoE material... Edit: Wait... wouldn't this be a good way to get more people interested in BoA? By converting BoE scenarios, we're creating a new pool of scenarios to play. And it shouldn't take as long as making one from scratch, right? TM: you used the conversion tool. What's it like?
  4. Quote: Originally written by Kelandon: This is almost invariably easier if you use a hidden monster and activate_hidden_group. Listen to Kel. Listen to him... Lis-ten... Really, this way is way easier, and you can still have the clever-looking flash before the creature appears.
  5. Quote: Originally written by Drakefyre: I promise that I will release a Blades of Exile scenario before the contest deadline. RiB??!? But it's for BoE. Which sucks. I smell a conversion... Even if I have to do it myself.
  6. The docs are actually quite good at explaining dialogue. Kel's website should have something though, I'm sure. And as for INTRO... it changes what the player sees, as Thralni said, but here is an example: Code: begintalknode 1;state = -1;nextstate = -1;question "Character Name";text1 = "You meet a guy called Trevor.";text5 = "You meet Trevor again."; action = INTRO; In this (simple) example, the first time you talk to Trevor, you see text1 (and 2,3,4). Next time you start a conversation with him, you see text5 (and 6,7,8). That okay?
  7. I solemnly swear to deliver a BoA scenario very soon. I'm not promising it will be any good, but I'm doing it. And I'm gonna keep hammering them out too. I have stories to tell, and now I can use the editor properly, you let are gonna bloody well listen to them.
  8. Quote: Originally written by Kaartinjaakari Smoo: . There is the General Scenario Design Contest. If it gets a cash price for the winner and it gets voiced out enough then maybe we'll see another rush of scenarios this November. That's the one I was thinking about. If Jeff could be successfully petitioned, then it should be great for the community. Has anybody approached him yet?
  9. Quote: Originally written by Kaartinjaakari Smoo: You mean like the Pearl Contest and the Short Scenario Design contest that produced EM and DaC? Those didn't go very well. Cash prices probably would help give people the extra kick they need to get started. I know that's one of the reasons I entered BC for the first contest even though I didn't think I'd win anything. Precisely. It doesn't even have to be $500 or whatever it was. But if Jeff were to give away cash/games, more people would take an interest and design, and it might just be the boost the community needs.
  10. Quote: Originally written by Nick Ringer: ... - One of the sect leaders actually getting up off his ass and doing something. ... - The PC, despite devastating magic and fierce, loyal creations, has to stop to take a leak. ... - The Clawbugs start their own sect, determined to dig a big, sandy pit. ... - Someone sends you on a quest to return his missing head of cabbage. It's been in the family for generations. - Your desperate search over the world has led you to a dark forest. You slay all the rogues and trek through untold miles of wilderness. Finally, through clues in obscure rumors told to you by raving, drunken serviles, you come across a toilet. Posted for posterity.
  11. Poit makes a good point, albeit one that has been said before (saving the stepchild business). What we need then, is an incentive for more designers to get designing... hmm, bad wordiness. Anyway, I believe Stareye was talking about getting Jeff to give away some prizes for another contest, and we could organise ones that allow people to knock out easy-to-make simple scenarios. As well as this, the current atmosphere of the more-established members of the community helping us n00bs seemed to be working. TM's methid of getting us all to write out a small paragraph seemed to have worked, since lots of people answered. The key is time, as other members have said. But give it a couple of months, and there will be more scenarios out there, and more players. We just need something to break the dryspell, which is happening already, and then hope that it encourages others to create their own stories. Don't know how useful that was. If at all.
  12. I'm finishing my penultimate town AS I POST. I then need to draw and script the last town, which may take a few days owing to work and "real life". It's too early to ask for beta testers, and I don't want to tempt fate, but look for a new thread in this forum around Thursday next week...
  13. Quote: Originally written by Ephesos: I choose to ignore this hopelessness-laden comment, and to continue work on my scenario. Yeah, the thing is, a lot of people are working hard but it's gonna take time for the fruits of our labours to blossom, as it were. But in a month or two, there should be more BoA scenarios. And more players. And more potential designers... You see where this is going.
  14. I am now off college for a whole glorious week. I have two days where nothing can be done, but otherwise, I'm gonna work flat out on my BoA scenario. It's about half done at the moment.
  15. Sorry, yes - a red rectangle. Why on earth did I say TRAINGLE? There aren't an triangles in BoA... I need a lie-down.
  16. Quote: Originally written by Infernal666hate: Jeff uses a Mac. Most SWers are Mac users. I'm sure though, that the first reason to is the most pressing one.
  17. Quote: Originally written by MagmaDragoon: I only want to have it because my friend ask for it. Ah. That old gem... How many times has it helped me out? Hmm... none actually. So, is there an item editor for the other two GFs?
  18. Quote: Originally written by Prometheus: I feel that JV should make the windows version ASAP. It's not fair that only us Mac-users should have to endure such a horrible pile of dreck. I second that, but only as much as anybody how hasn't actually played the game can second that particular motion. Come on Jeffy-baby!
  19. A red triangle denotes the edge of town.
  20. Code: beginstate 10; reset_dialog(); add_dialog_str(0, "text", 0); add_dialog_str (1, "text", 0); add_dialog_choice (0, "Yes"); add_dialog_choice (1, "No"); choice = run_dialog(0); if (choice ==1) { set_flag (0, 1, 1); set_state_continue(11); }break;beginstate 11; reset_dialog (); add_dialog_str (0, "text", 0); RUN_DIALOG(1);break; You forgot a line Stareye. Edit: Apparently, you can't make coded text bold. Grr. I capitalised it instead.
  21. I prefer the Rebels. There's something about being cruel to an imaginery species in a computer game that just... makes me feel bad. I dunno. I'm weak.
  22. Quote: Originally written by Kelandon: "im n teh Plais wt da dogz nd i nede hlep" Yeah, that fight with the mutant dogs IS tough! The way I dealt with it was to haste my fighters, run across the gallery towards the chest, whilst using my priest to heal any damage done. Then, as my fighter reached the chest, I prised out the stick (1-4 *5/level damage -- a good weapon...) and threw it. Any dogs that are not already lying in their own juices should chase it, leaving you free to snatch the Almighty Dragon-Slaying Spanner at your own pace. I really can't wait for this thing to come out.
  23. The cave does have a settlement of sorts in it's centre... theres a brick wall, and the party get flashed a dialog. For a non-specific thing, its quite elaborately done.
  24. Quote: Originally written by *i: Having random, unimportant monsters be a bit on the easy side is okay, especially for inexperienced players. I suggest saving the challenges for the more important fights. Yeah, maybe. Actually the town isn't plot specific, but it fills in the background for the islands previous inhabitants... I ran with the idea that the island was inhabited before, but it doesn't go anywhere plot wise. Just adds interest.
  25. OKay, yeah, maybe should have been more clear, although I did mean in general. This particular "town" is a swampy cave infested with rats. So I tried to place a few rats in, threw in one or two mung rats to deabilitate the party and added one or two lava bats further in. The thing is, it's incredibly easy for my level one group (for which the party is intended) to dispatch them all by employing next to no tactics at all. For instance, is there a way to get a group of the same monsters to attack one at a time, to stop the party rushing off behind a wall and attacking one-on-one?
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