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Posts posted by Enraged Slith
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The DEAD_STATE skip seems to happen randomly. I think it has something to do with the dialog box.
As for the other script it always skips the coding between the pause(8) and pause(14): "you get the hell away from me". It also always skips the first and longer "hahahaha **** you all."
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Hey I've been practicing with cutscenes (and creature scripts) lately, but I've been having some problems.
The basic layouts work just fine, but sometimes a text bubble wont show, or BoA will skip an entire step. This is my coding that has had some problems.
Side note: The content of the strings is utterly ridiculous and only exists to make me giggle uncontrollably whenever I see it.
Code:(CREATURE SCRIPT:)beginstate DEAD_STATE; set_character_pose(6,11); force_instant_terrain_redraw(); pause(2); reset_dialog(); add_dialog_str(0,"The man falls to the ground, quivering in pain and rage.",0); add_dialog_str(1,"_NO YOU I CAN'T LOSE TO YOU!_",0); add_dialog_choice(0,"*Stick tongue out* nyah nah nah nah nah naaaah!"); choice = run_dialog(1); text_bubble_on_char(6,"HAHAHAHAHAH, **** YOU WORLD!"); force_instant_terrain_redraw(); pause(8); text_bubble_on_char(6,""); put_boom_on_char(6,0,0); force_instant_terrain_redraw(); run_animation_sound(152); play_sound(30); set_flag(1,3,1); set_flag(1,4,1); pause(4);break; ---beginstate 12; text_bubble_on_char(0,"C'mere"); text_bubble_on_char(6,"Wait..."); relocate_character(6,20,11); march_party(18,12); force_instant_terrain_redraw(); pause(8); text_bubble_on_char(0,""); text_bubble_on_char(6,""); text_bubble_on_char(6,"YOU STAY THE HELL AWAY FROM ME!"); relocate_character(6,21,11); march_party(19,11); force_instant_terrain_redraw(); pause(14); text_bubble_on_char(6,""); text_bubble_on_char(6,"NO ONE GETS BORK!"); march_party(20,11); block_entry(1); set_character_pose(1000,2); force_instant_terrain_redraw(); play_sound(2); pause(10); text_bubble_on_char(6,""); text_bubble_on_char(6,"HAHAHAHA, **** YOU ALL!!!"); force_instant_terrain_redraw(); pause(6); set_character_pose(6,2); set_character_facing(6,6); force_instant_terrain_redraw(); pause(1); play_sound(30); set_terrain(21,11,0); set_flag(3,2,1); fallx = 21; while(fallx <= 23){ text_bubble_on_char(6,"HAHAHAHA, **** YOU ALL!!!"); relocate_character(6,fallx,11); force_view_center(fallx,11); force_instant_terrain_redraw(); pause(1); fallx = (fallx + 1); }break;
The problem in the second script is that not all of the content is showing up.
Edit: Some of the inappropriate words, although censored when I previewed the post, were not censored in the actual post.
Edit2: Why wont it show the spaces between my lines...
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When playing a melee Guardian in GF1 I always felt just one level behind of what I needed to be.
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Exile just doesn't feel right without the classic graphics. Do you have the originals for Exile 2?
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What I mean is the battles seem a lot like rock paper scissors. You're either stronger and win, have a ton of pods and win, or are weaker and lose. I haven't seen any real strategy involved in combat yet. It just disappoints me that a game with so many creations couldn't have been more versatile.
On an in game note, is there anyway to learn shaping in Geneforge I without using canisters? My Guardian is a strict no-canister man, but needs a few meat shields to cross the mines at the Hill of Jars.
Edit: And to distract the horde of Sentinel Plants long enough to let my Guardian kill a few...
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I prefer simple names. Currently I have a Shaper named Felix and a Guardian named Gottfried.
Sometimes, however, a simple Bob, Leroy, or George will do.
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Of course the people could vote for their emperors and kings... and these emperors and kings could be held accountable for their own actions... I believe it's called presidentialism?
And democracy does not automatically mean a liberal and federal government...
You could say the Spiderweb Software forums are run by a Unitary form of control.
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My opinion of the game so far (Geneforge I, Torment Difficulty):
Note: Realize that this is just an opinion, you can ignore it completely.
I'm sad to say that I've been disappointed so far. The balance of this game seems to be such that the game is either laughably easy or incredibly difficult. At the beginning, my shaper couldn't take a single blow from those Thahd guards in the Ruined School, nor could the Fyroas he created do a damn thing either. Finally, at the brink of quiting the game for good, I found an Artilla canister. Now nothing can even touch me. The two artillas I travel with kill anything before it can even react. To save time and effort, I don't even need bother to put any Intelligence stat points into my creations. Mind you, I only have two Artilla. I could easily have an army of five or six. I suspect that in time my Artilla will become obsolete and I'll have to switch to an even stronger creation. I figure this pattern will continue until the end of the game.
The factions haven't shown much promise either. (In Geneforge I, there are only three factions: Takers, Awakened, Obeyers). At the beginning of the game, I decided that my character would keep an open mind and would be more interested in the fact that Serviles were developing into an intelligent society than the fact that this went against Shaper law. When I decided to join the Awakened, I had no idea that they'd send me on horribly immoral missions. I do like how Jeff shows that there is an evil side to even the most noble of causes, but what bothers me is the lack of a choice in the game. You can choose a faction to join, but thats about it. The game lost all of its roleplaying value the second my character was forced to say either: (warning: exaggeration) "Yeah, your faction rules. Screw everything else, where can I sign up." or "Screw you guys, I'm going home." It got worse when I was unable to hold the Awakened responsible for their actions for killing a fellow creation (the Mind), and even worse when I wasn't allowed to join because I couldn't bring myself to destroy the Control Four (which had just been doing its job). I know that the aspect of party loyalty doesn't make much sense to an American like me, but sheesh, does my character get an actual thought in anywhere?
I think I'm going to complete the demo before giving up completely. There is still something about this game that I find entertaining, though I dont know what yet.
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What I've gathered from a little research is that melee Guardians are apparently the hardest to play on Torment. Parry, which it seems most Guardian players swear by (at least in GF2), isn't available in Geneforge I. All I really want to know is if I should invest points in anatomy (the alternate and offensive choice) and if high ammounts of Dexterity are more helpful than pure offensive strength overall.
Oh one more question: Has anyone beaten any of the Geneforges relying only on Battle Shaping and Magic? I'm not talking about using your creations as shields while your main character snipes all the enemies with high powered missiles. I'm talking about Battle creations on the offensive, while your main character buffs them with magic. It seems to me that if you did that, you'd have a lot of room left over for diplomatic skill options.
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What about a creation color change option? It might be interesting to have a little more control in the creation of your creation.
And while I'm at it, I'd like to see a few balancing issues that I'm starting to notice, sorted out...
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I'm thinking about getting into Geneforge, but before I start I need to know one thing. Are there any useless skills I should just avoid all together?
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The only suggestion I'd make is to fix the back attack pose. The only difference between it and the ready stance is that the samurai seems to be suddenly wearing snow boots.
Edit: I dont think you need to credit inspiration unless you feel like it. Hell, most of my graphics have some sort of picture I find to base them off of.
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Quote:Some very nice work there, especially the latest axeman graphic.
So any news on that balloon and giant, Slith? No pressure or anything, of course.
I wasn't the one who said I'd make the balloon, however, I will if you need me to. The balloon shouldn't be anywhere near as hard as the giant.
I'll still make the giant though. -
Making good graphics takes time. I'd advise spending the time to make one really good graphic as opposed to hundreds of lazy edits. Also, before starting, try to picture the general pose and idea of the creature (or terrain) you are bringing to life.
For monsters, more important than expert color shifts and shading, your graphic needs to convey realistic energy and movement.
Notice how the whole body moves when he swings?
This process can be time-consuming but the accomplishment feels so much more rewarding.
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Rather than start a new thread I'll post a couple new terrain graphics in here.
Note: These are in jpeg format. If you want to use these graphics just email me at JetGuitarist89@aol.com and I'll send them to you in bmp format.
Shrines/Statues - Angel is a color swap of a statue from the game, with added wings. The demonic figure is custom (with exception of legs and base.)
Armor Stand -
Edit: Stand is custom, armor is not.
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Quote:I didn't know that you could kill the Spirit of the Sick. It always disappeared when my characters got near it outside
Can you find out about this passage in game, or is this just another random secret passage we hope we can find, like the one in DWTD near Vahkos' castle. -
You don't seem to use "clear" at all. I thought that was required.
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New question, sort of. I looked back over this town script and figured out why I was having trouble with a certain state. However, I can not think of a different way to write it out. Basically this is what I have written:
Code:beginstate 14; run_select_a_pc(0); bob = get_selected_pc(); reset_dialog(); add_dialog_str(0,"addfstyjkujk,"0); add_dialog_str(1,"a;lsjkdflasf;asdf.",0); add_dialog_str(2,"Bibbity?",0); add_dialog_choice(0,"no bibbity"); add_dialog_choice(1,"bibbity."); choice = run_dialog(1); if ((choice == 1) && (get_stat(bob,2) >= 6)) { message_dialog("I touched the applesauce.",""); } else { message_dialog("mango","woogity woogy."); kill_char(bob,2,0); } if (choice == 2) { message_dialog("blah","wakka wakka."); kill_char(bob,2,0); }break;
How can I make it so that Choice 1 has two possible outcomes while Choice 2 is also a possible outcome.
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Mind the horrible jpeg format:
Overalls, cigar (or tobacco), maybe a straw hat, an Elmer Fud rifle. Basically something that screams those hillbillies from Deliverance + Jethro Tull.
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I could take a crack at that giant for you, and the balloon too if no one else wants to do that.
Edit: By the way, do you want this giant to look like a serious bad guy, or can I go full out crazy jimbob jilly on him.
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The best cape/robe I have ever seen done in 256 color format. Great job.
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New question:
I am designing a practice town with a lot of puzzles, SDFs, and combinations. I am trying to make an altar that kills a character of your choice if he doesn't have enough (stat). Please help me fill in this code (or fix whatever I screwed up).
Code:beginstate 14; // select character // selected character = ME reset_dialog() add_dialog_str(0,"blah blah.",0); add_dialog_str(1,"blah blah.",0); add_dialog_str(2,"Rest on the altar?"); add_dialog_choice(0,"Try to resist"); add_dialog_choice(1,"Rest on the altar."); choice = run_dialog(); if ((choice = 1) && (get_stat(ME,2) >= 6)) { message_dialog("blah blah.",""); end(); } else { message_dialog("Blah blah.",""); kill_char(ME,2,0); end(); } if (choice = 2) { message_dialog("Blah blah.",""); kill_char(ME,2,0); end(); }break;
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Thank you, that cleared a lot of things up.
Code:beginstate 12; if (get_flag(2,3) <= 0) { reset_dialog_preset_options(2); choice = run_dialog(0); } if (choice == 2) { play_sound(99); set_terrain(18,10,375); set_terrain(15,12,33); set_flag(2,3,1); message_dialog("You pull the lever.","At first nothing seems to happen, then something spawns on the pentagram."); put_effect_on_space(20,8,10,4,1); place_monster(20,8,59,1); }break;
Edit: And yes I did read the one-shot specials section, but I'm going to stay away from 'end()'for the time being until I get a better handle on scripting.
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Thanks for clearing up the function of run_dialog(), however, one thing about it still bugs me.
The phrase "choice = run_dialog(1);". What is the function of choice = and why change the variable from '0' in the first place? Wouldn't saying choice = run_dialog(1) be the same as saying
0 = run_dialog(1)? So what would 0 = run_dialog() mean? Isn't '0' preset to false?
And when writing the next part of the script
Code:if (choice == 2) // or (0 == 2)and '2' just being an example of an answer.
A less involved question: What exactly is the function of 'end()' and when would it be used?
An unusual beta request
in Blades of Avernum Editor
Posted
Well, if you want you could send it to me. I'm currently still experimenting with scripting (moving on to the more advanced steps). I'd love to help you out and learn something in the process.