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Overwhelming

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Posts posted by Overwhelming

  1. Quote:
    Originally written by KernelKnowledge12:
    The good thing about the program I'm working on right now is that it should allow for a quick change from alpha release (of the remake) to beta release, since many editing features can be scripted. For example, it should be possible to turn Khoth's Wall Drawing Tool into a script, and therefore avoid going through the trouble of adding it directly to the code.
    Is that scripting accessible to other programmers? And non-programmers? Anyway, that sounds really interesting. It makes me imagine your editor remake as a customizable editor, where the scripts would be the plugins. Of course, I may have understood wrong. smile

    What's still left to do until alpha release sounds complicated to a non-programmer like me, but keep up the good work. We're looking forward for the alpha release.
  2. Quote:
    2) Cannot do underhanging rocks. BoA is unfriendly about it (tile coverup)
    Think about changing the wall terrain to give that spikey look (like estalactites [sp?]), instead of adding any graphics to the base of the floating islands.

    About the nebula pic you say you can't shrink... What's the problem about shrinking it? Maybe I can do it for you.
  3. I have a question to the WASes here (Wizards of the AvernumScript). wink

     

    1 - Is it possible to "attach" a specific SDF to every NPC in all towns?

     

    Let's say that if the PC kills a NPC, the NPC's SDF would be triggered. This would be useful because of clone towns (equal towns with the same NPCs, but where the actions in one of them are reflected in the other. Example: I kill John in town 1, he won't be in clone town 2).

    I guess I could do a small script veryfing a chacklist of NPCs everytime the PC enters one of the towns... But I would prefer my initial choice, mainly due to undisclosed reasons. wink

     

    2 - I need some more information about getting the day/night cycle right.

     

    For example, if the PC aproaches town 1 at day, he will be teleported to town 1. If he reaches it at night, he will be teleported to (clone) town 2. I know Erik Westra made something similar in his scenario (we could enter in a certain place only at night), but I would like to know extra commands and tricks related to the day/night cycle, if someone would be kind enough to enlighten me. I guess I could figure it out alone, but right now I'm a newbie in scripting and time is very short.

     

    3 - Is there a way to change a town's script in-game?

     

    I mean, is there a command or any scripting trick, to make town 1 use the t1B.txt script, instead of the default t1.txt?

     

    Thanks for any help you can lend me. smile

  4. Quote:
    Originally written by Ash Lael:

    Overwhelming - I'm sorry, but I'm unconvinced that your site serves any practical purpose that isn't served better by some other site. Plus, the link in your sig doesn't work.
    That's strange. Maybe it's the redirecting service that is down for the moment. I've updated my sig with the direct link.

    About the pratical purpose of my site, it's a site that, as the name describes, centralizes everything (except graphics). Plus it has a links sections that forwards newbies to many other BoA related sites. A good starting pont, in my opinion. But I'll leave that at your consideration. smile
  5. Quote:
    Originally written by Dahak:
    Try opening a door and then while standing one space away from an adjacent space, search the door to close it. The door closes even though you are not nearby.
    Is anyone of your party near the door? It doesn't have to be the lead PC.
  6. If I understand, you're talking about a place that negates or makes magic difficult to be produced/cast.

     

    I think it's possible to script for each cast, to deduct x SP. (If you cast a fireball, the script finds who cast the spell and takes the extra SPs, so it will spend the standard SP plus the x SP).

     

    However, never tried it, don't know if it's possible.

  7. There will be both type of scenarios, so pick the ones you fancy.

     

    I guess, and I might be wrong, that any scenario maker will do a scenario with his own tastes in mind, not others' (although he probably won't ignore some advice and do some things to please a wider audience).

     

    But judging other RPG's, the most successful ones were linear or non-linear but with a strong main story/quest.

     

    The completely non-linear ones (rare!) were the most criticized ones. Maybe Morrowind is an exception, but sure everyone had higher expectations for that game. I, myself, didn't enjoy it.

     

    In my opinion, a good story is the fuel that keeps players going on. And it's much, but MUCH more easier to make a good story with a linear scenario.

     

    A mixture of both types would be the ideal, but I wonder how many will be able to do that. Complexity, time and endurance can be negative factors for those creators.

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