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Overwhelming

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Everything posted by Overwhelming

  1. ... allow the player to start dialogue with another PC or a following NPC?
  2. Quote: Originally written by Kelandon: but print_str["The dude says, _Yo!_"] prints the string The dude says, _Yo!_ I think this is a bug, not just an idiosyncracy, because it means that we can't display double quotes in text bubbles or printed strings, so I e-mailed Jeff about it. I don't know if he will change this for a later version. I hope Jeff fixes this soon! On the other hand, direct speech doesn't need quotes...
  3. Quote: Originally written by Just call me Kel: Man, it would be nice to get our hands on that program... and since I know he LURKS around here, what do you say, Jeff? What is the program, and can we have it? Jeeeeeeeeff! Where are you?
  4. Quote: Originally written by 20eyes: I'm VERY happy that people are focusing on interesting PC/NPC interactions for their scenarios. I'm trying to do the same with mine, but I haven't found myself even close to hitting the node limit yet. Holy crap. This is only my opinion, but I think PC/PC and PC/NPC interactions are the RPG's meat. Otherwise, the story would have to be very good, or something really good would have to be made to compensate the lack of that interaction.
  5. Quote: Originally written by Dahak: I'm working on an ineractive scenario, but trust me it get complicated quickly. I have this little flow chart that goes all over as I have to track each possible change. Also annoying since I hit a 99 dialouge node limit. Yes, I've already thought about that possible problem. It could be tricky, though: House interiors in other town maps. Of course, this would have to be well thought. For example: If I have a certain house owner move between his house and his shop, it would be strange if he was in the shop, the party arrive at home and find the second NPC copy! And it would require a lot of SDFs... But that's just in case of emergency.
  6. Quote: Originally written by The Creator: I, personally, would love to see the party turned into an active character. Possibly, though, you may prefer to specify a 1PC party and include a couple of NPCs which will help throughout the scenario and who have interesting personalities. Or not. But I'd much, much rather play a scenario that tries to do something clever and different than one that is afraid to be too different from other scenarios in case people don't like it. The dilemma is that my ideas can turn out too complicated. Since I'm a newbie, that could mean that a scenario that could be good can turn out mediocre, due to lack of experience. So I don't know if I should aim lower in my first attempt and then go for more ambitious scenarios or not waste my energy and just go for the complicated scenario. As I said, this is more a personal quest than just do something to please others, but others' opinion do count, as I want to make something enjoyable by everyone and worth some good feedback. (I need good feedback to keep going ) Anyway, as soon as I fininsh the story (I'm trying to have everything planned to minimum detail, starting with the story. Sidequests included! lol), I'll take a decision: go forward with it, or leave it for my next scenario.
  7. Hum... Could it be that he just used used a screenshot from the editor (with the map zoomed out)?
  8. Hi! If you read the BoA Manual, you'll see a walkthrough for a scnario, and in the end you'll see the maps of some levels. What I would like to know is how did he that? How can I port a town/outdoor map to a picture?
  9. I'm checking it out, and it looks like it... You can't place terrain next to those walls. (But can place objects)
  10. Just open one of the default scenarios and see how the creator made it. If two rooms share the same common wall, you don't have to draw it a second time when making the second room.
  11. I've read them, they were online when I did so.
  12. Quote: Originally written by magoicochea: I am having trouble (...) because of the fact that you can place an object like a bed in a place that has already been used to place a wall. Huh... So? What's the problem with that? Usually people place bed next to walls...
  13. I have a couple of ideas for scenarios, so I guess I'll pick the easier one, so that's I'll be more experienced when making the most complicated one. (BTW, my I include your link in my links section?)
  14. Well, this was just an idea I had in mind, but wasn't sure about. It has its downsides, but would be nice to see your PCs interact with eachother? On the other side, that would complicate my life, as I'm just a newbie in scenario making. Probably I'll just make a more simple first scenario.
  15. Oh, I'll take time to do the scenario. Do you know what I'm doing? I'm playing one of the default scenarios, with the editor opened. When I enter a town, I load the town in the editor and load its scripts. I'm playing (to know better the game mechanics) and learning the editor and scripting that way (after having read the editor docs). Back to topic: I could do the short scenario, then upgrade it latter (like version 2), making it bigger and even make some plot twists (so that it doesn't get boring to those who played a previous version). For now, I'm checking out the Avernumscript to know how interactive can I make my scenario with the party. Because I want to give the party personality. Not just a bunch of adventurers that will hack my world to pieces, but each would have a personality and interact with my scenario in specific ways. Only the main character would be "personality-free", as that would be the one the player would role-play. It has to be a male PC, though. What do you think? Is it possible? (example: when the party arrives, make third PC in the party say something.) The downside could be that I would have to include in the readme.txt information about what party to make so that it's possible to fully enjoy the scenario (your second PC has to be a human archer, for example [the archer thing is just an example, not what it will have to be ]). What do you think? Do you think that would be limiting too much the players' freedom of choice (the choice of party members)? So here I leave you with two more questions to be anwered!
  16. Quote: Originally written by Just call me Kel: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO (inhales) OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO (inhales again) OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO (starts coughing, falls on the ground, dies) Waking me up at this our of the morning...
  17. Don't worry. You don't have to limit yourself to Avernum history. You just do as you like. That why custom scenarios are fascinating.
  18. Just read the editor docs. You'll see it isn't that difficult. You just have to practice it a little bit. Don't worry, if you don't know how to implement a specific feature, or something goes wrong with your script, you can always ask for help in this forum. In the end, you'll feel more satisfied with your scenario, and you'll have enough experience with scripting to start another and even more ambitious scenario.
  19. I've been reading the editor docs, some tutorials and articles by fellow editors. I have an idea for a scenario. It will be story intensive and I'm planning to make it short (in area/towns, just as in story lenght). What I want to know is: does size matter? I mean, it would be easy for me to extend the story (and I'm not talking about just putting fillers), but that would mean more work and much more time developing. I'll be doing this for me, but I also want to make something that others enjoy, so that's why I want to know your opinion.
  20. That's the problem, isn't it? Everyone have ideas, but only a few are willing to code.
  21. Quote: Originally written by Just call me Kel: In response to Overwhelming\'s post. As I said, the subfolder contains script samples, etc. It's not required.
  22. Well, I'll post! Just to say that people have to copy ALL content in the editor folder to the DATA folder. That way will work and you'll have the subfolder with sample scripts, etc.
  23. I prefer Avernum's dialogue system. But I liked the fact that we could have two different starts. I don't know about the ending, as I just played the demo. I love Ancient Rome. That's another good point about Nethergate. But if I could chose which game Jeff is gonna do next, I would prefer an inovation. No nethergate, no avernum, no geneforge. A science fiction game! With an engine similar to avernum's. It would have towns, outdoors and outerspace! Humm... That would be cool and original.
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