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Messages - IndigoFenix

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631
I haven't played fort mode in ages. Is there some way of making species-specific clothes?

632
Nothing hard-coded prevents a single creature from acquiring as many secrets as you want, and I'm pretty sure that the whatevermancers are not exclusive. However they will only have one "title" so it can be hard to tell if they actually learned the new secret until they go into battle and suddenly transform into a cheese-spewing dragon.

633
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: September 29, 2018, 06:20:28 pm »
Spoiler: No casting in the inn (click to show/hide)

634
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: September 29, 2018, 01:13:21 pm »
Spoiler: Some fun stuff (click to show/hide)

635
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: September 28, 2018, 10:00:26 am »
Eh, I honestly didn't even notice.  It's coming along quite nicely by the way.

I'm wondering if I should implement a built-in party system.  Some of the worlds I'm building involve allies alongside the avatar, which may or may not be playable themselves.  I guess it's a question of whether the player's role is to be a "spectator" for other characters' stories, or if there could be a justification for playing as them directly.  People will probably want to make worlds where you play as a different character, so there should probably be an in-game explanation for how that works...

There also has to be more done on how the inventory will be handled.  Right now, leaving a non-persistent room after switching characters effectively destroys the original avatar and makes them inaccessible until a new world is loaded.  While leaving the world reverts the player back to the original avatar, it is not possible to directly access their inventory otherwise, meaning it is not possible to save any actions that occur after "losing" the avatar using mementos.

I guess the solution would be to store unloaded sprites as a variable in "abstract space" and allow a function to recreate them in a newly loaded room, but that would be fairly advanced stuff that would preclude switching to a new character until the world builder had a solid grasp on how functions worked.

636
Sounds good!  I'll try it out when you post it.

637
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: September 23, 2018, 04:54:02 am »
I'm not seeing any issues with the swapper.  Unless you fixed it, that would be strange if you're seeing them but I'm not...

One way of handling difficulty is to add occasional healing areas that the player can backtrack to if they need it; experienced players can get through without backtracking.  This works best when the rooms are persistent.

Since the blind effect doesn't transfer properly between rooms (it would be tricky to make that work) the sand coating effect probably shouldn't either.

I'd also suggest making the smaller tile details (like the two small rocks) not solid, since they don't look like they should be.

638
General Discussion / Re: Order of the Stick
« on: September 22, 2018, 11:50:07 pm »
Maybe this is the first time they created a race of sapient punching bags?  At least to this extent?  Maybe even not just goblinoids, but the entire dungeon-crawl setup where adventurers kill designated targets for experience.  An entire world seemingly engineered for endless, morally-justified combat, DND style.

This could be related to Thor and Hel's game.  A world where one race's afterlife depends on them dying valiantly in battle naturally demands more Evil creatures for them to die valiantly in battle against.

639
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: September 21, 2018, 08:08:05 am »
Hang on, it looks like the positioning fix caused a bigger issue with deleting some existing objects.  Edit: Okay, that's fixed.

I've added a purple fog graphic which can also double up as a nice sandstorm layer when colored yellow.  You can experiment with flashes and composite options to find what works best.  By the way, flashes with all timers set to 0 now act as static color layers which can be modified or destroyed using functions.

640
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: September 21, 2018, 07:26:09 am »
I fixed the bug with the positioning.  I've also fixed a bug that caused sprites with a direction of 0 to load facing north.  By the way, the reason why SculptorDia loads facing a random direction is because it has idle motion settings.

I plan on making a sand storm area myself, so I'll probably add a graphic for that anyway.

I also need to come up with a solution for checkpoints and saving in larger worlds.  The main intent of the "death gate" was less of a gamey respawn point and more like a place where you get rescued or captured, so it doesn't handle things like rolling back items all that well.

Edit: It looks like any fog or cloud foreground, colored yellow and moving at a high speed, makes a pretty fair sandstorm effect.  You can then make a few copies of the layer with slightly different speeds to make it look more dynamic.

641
General Discussion / Re: What's with Children's Cartoons Nowadays?
« on: September 21, 2018, 02:05:25 am »
I propose we keep the thread going for the sake of comparison.  Did anyone notice that the last post before reanimation was a few months before the premier of Adventure Time, and the resurrection was shortly after its end?  Given how much of a game-changer that show was in terms of Western animation, I'd say a thread that records people's opinions before and after it could be fun.

642
DF Modding / Re: What tag makes creatures attack?
« on: September 19, 2018, 05:15:06 pm »
Increasing the VIOLENT and BRAVERY personality traits used to work well, but I think that it stopped working on wild animals a few versions ago.  Not sure why, I'd really like to see it brought back as that used to be my go-to method for making small creatures that are willing to attack larger ones but will run away if they are losing.

Setting PRONE_TO_RAGE as 100 should make them constantly rage.  They will lose their rage for one tick but get it back immediately after if the enemy is still nearby.  The problem with this is they will also get all of the rage effects (like increased attack power, decreased accuracy and immunity to pain) and will never flee from combat.

643
This could probably be implemented without excessive difficulty.  It could probably be done with a DFhack script, actually, since most of the code already exists (certainly no harder than spawning creatures).  You'd just need to:

1. Move the animals to the positions near the wagon

2. Create a new wagon creature while destroying the wagon building, and moving all items into it (merchants can create a new wagon creature)

3. Have the wagon path to the designated location (just like merchants)

4. Re-create the wagon building while destroying the creature

The only reason not to is because there's not really a lot of need for it, moving everything from the wagon doesn't take that long.  If Toady would implement the ability to create new wagons, he might as well add the ability to send off caravans from player-controlled sites for trade or even to start new fortresses.

644
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: September 19, 2018, 03:55:07 pm »
I don't see the Sculptor doing anything odd, except facing the wrong direction.  Using a walk command to set direction can be a bit unreliable, it's better to use _face (0 is right, 90 is down, 180 is left, 270 is up).  Or you can use { _face = _direction_to(@) } to make them always face the player.  I'm going to try and make walk commands more reliable in general, they still seem to fail occasionally seemingly at random.

The boss feels good, though could still use a bit of polish (EarthquakeWarn as a slow implosion, followed by EarthquakeHit as a fast explosion looks good).

I've fixed up a few things with large numbers of effects on-screen; now sprites with "Is Effect" checked should cause much less slowdown.  Still haven't figured out the stattaco framerate bug, though I am slowly tracking it down.  Since it only shows up on rare occasions, testing is tricky.

I should mention that objects in the foreground always appear over objects in the main layer, which can cause some weirdness when spring-jumping in front of them (for example, the cactuses).  Mostly I've been handling this by making small, stationary objects into sprites, this is the reason for the above (if you make them Effects and then use a solid tile to block them off, they cause much less slowdown).  I would like to figure out if there's a solution for objects such as these in other games... 16-bit RPGs had it easier by just not allowing the player to jump too high.

I've decided to make my story a bit more broken up, instead of putting it all into one single world.  After all, BoundWorlds' demonstration story should probably include the idea of travelling between worlds in it.  I'm still going to be keeping the same main characters, but they will each have their own world, with the final world being unlocked after the others are completed.

Spoiler: Story plans so far (click to show/hide)

645
Creative Projects / Re: BoundWorlds Update: Custom Currency Update
« on: September 18, 2018, 07:35:55 am »
I've added a new packaged object called Object Variation.  It basically allows you to create a room which randomly selects one of several possible enemy "patterns" when loaded, so that the room isn't always the same each time you enter.  You give each of the variation objects a number and then place them over the enemies; a random number will be selected and then all objects on top of variation objects that do not match that number will be destroyed.  So for example you can make two possible arrangements of enemies, place them in the room together, then place an object variation over each one; enemies of group 1 will have variation 1 and enemies of group 2 have variation 2.  It's similar to how I made the random encounter areas on Monster Island.  Of course, this only works for non-persistent rooms.

I've been seeing the bug you were talking about.  Seems to happen mainly after editing things... I'll see if I can figure out what causes it.

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