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Dungeon Craft - Module Reviews / Re: REVIEW: The case of stolen Masterpiece
« Last post by Uatu on Today at 08:01:26 AM »
It is just in a random folder in my Desktop!  Is that a problem?  :D
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Dungeon Craft - Artwork / Re: art requests for Dinonykos
« Last post by Uatu on Today at 07:58:23 AM »
Maybe that is why mine look different - according to my own pseudo-grids, I decided that the center of the party was behind the view, similar to the 3rd image (but not quite that far back).  My guess was based mainly on how I thought the perspective should work...
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Dungeon Craft - Artwork / Re: Icon requests for Uatu
« Last post by Uatu on Today at 07:56:18 AM »
I will put a stub for the bigpics soon then...

As for super hero designs - I would probably go with walls that look much like the ones I make anyway, but for modern settings.  Although a comic feel (with bold black lines and perhaps simple coloring or even just black and white) could also look cool and may be easier to create, I also just like having the compatibility.

But as you know, I have drawn a few heroes in pretty much the same style I use anyway...

I think that the "real" style works well for superhero comics, since they are sort of based on reality (in terms of visuals).  If we were doing an anime-based world, of course things would be different - although even in anime, background visuals tend to be realistic, although often more colorful and bright than one might expect in superhero comics...
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Hi Paul, this time it worked (after I did the converting process again, not sure what went wrong last time), I got a reasonable error file (attached).

In the line 0009e198, the text says that the required file was not found, and the it is referred to the Midi-File played right at the title screen.

The file is there, though! And, as I mentioned, the Wave-files are played.
In the other design I converted ("Fiend's Ritual"), it seems that some Midi-files are found, others not... I do not see a pattern there.
My first idea was that it has something to with my German system and how the folders are named, but then I would expect all files not to be found, not just the Midi files...  ???
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I definitely favour breaking backwards compatibility on this one feature. In fact, I had always regarded this as a bug (and had previously reported it, I'm pretty sure) that would be fixed some day, and had used carriage returns in text events on that assumption.
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... that should cover your concern.

Yes, that should suffice. I suppose I was suggesting that something like 99999 should be the default value.
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Dungeon Craft - Artwork / Re: art requests for Dinonykos
« Last post by Dinonykos on Today at 03:37:42 AM »
I made a few grids quickly to illustrate what we are discussing... :)

I thought the smaller 50% options over, I think with these, you cannot see enough of the square, and thin objects standin in the center of the square edges (like slencer NPCs or the trunk of Uatu's oak) would be outside the viewport, which might irritate players (at least me :) ).

I think the difference between the "perspective approach 1" which I prefer and the "Half wall approach" is so small that both can go along in one design without the player even recognizing.  I think it would be wise to stick to these approaches.
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Engine version 3.08 (not posted because of the following
concerns) does not insert this extra line.

But it used to be very careful to insert that blank line.
I fear we have broken backward compatibility.  The
'newline' must have been intended as a 'new paragraph'.
Some people may have taken advantage of this.

I'll post version 3.08 if that is what you want.  I do not see
any clean way of solving your problem.  A dozen different
events have text.  The only thing I can think of to maintain
backward compatibility and make you happy is to add a
global checkbox that says "Treat Carriage-return/Backspace
sequence as a paragraph separator by inserting a blank line"
and having that check box selected by default.  Other options
would require you to go through your design and fiddle with
each and every multiple-line text.

A big advantage of releasing a version that breaks backward
compatibility is that it would provide a more nearly what-you-
see-is-what-you-get experience.
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I believe that in FRUA and gold box games, enemies would have a free attack every time a character moves away from them. I think those of us familiar with FRUA would prefer that system to apply in DC as well. Otherwise, once an enemy has used up their attacks of opportunity for the round, there is nothing to stop you just walking past them as though they were not even there.

Actually, there is. :)
Free attacks do not subtract from regular or guard attacks.

When nologgie was here, we spent a long time debating these scripts, and other people were involved. This is what we settled on.
For your design, however, you can set the free attack number to something like 99999 and that should cover your concern.
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I believe that in FRUA and gold box games, enemies would have a free attack every time a character moves away from them. I think those of us familiar with FRUA would prefer that system to apply in DC as well. Otherwise, once an enemy has used up their attacks of opportunity for the round, there is nothing to stop you just walking past them as though they were not even there.
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