Recent Posts

Pages: 1 ... 8 9 [10]
91
Module Design Previews / PREVIEW: Charon's Rose
« Last post by Jadefang on March 22, 2017, 08:04:17 AM »
I started this project at the official start date of the One Week challenge, though I wanted to try to create a larger project.
I also avoided announcing it earlier in case I lose motivation and end up never finishing it. Though now I'm perhaps 2/3 done so I'm much more committed to completing it.

Some random preview screenshots... (Also I should stop giving joke names to my premade parties)
92
General Discussion / Re: The Gold-Box Corner: Why Limits Are Good
« Last post by Zeea on March 22, 2017, 05:40:37 AM »
This is some really good advice. I remember getting Mario Maker a few years ago, having a hard time coming up with any levels that satisfied me, and then deciding to experiment with limiting myself to just two enemy types and one high concept per level. To pretend I was one of the original developers working to squeeze as much fun as possible out of a limited cartridge.* It really worked out and started helping me learn to focus on making my other creative projects tighter and more efficient.

Also, if you are going to work on a big project? It's often easiest to try to divide it up into as many small components as possible and focus on them separately. It doesn't work for everyone, but it really works for me.

*One of the level designers talked about being happy when a certain sound effect was removed, because it freed up space for a couple more blocks on a particular stage.
93
Hacking UA / Hacking the UA control scheme to be like POD?
« Last post by Zeea on March 22, 2017, 02:52:30 AM »
This is probably absolutely futile, but is there any existing hack or reasonable method for altering Unlimited Adventures' controls to work more like Pools of Darkness? Specifically, the way you could always use arrow keys and Enter to select horizontal menu options? I'm using a Wii U Pro Controller through an adaptor that emulates an X-Box 360 controller, along with Xpadder, and that's been absolutely awesome for Pools of Darkness and the Savage Frontier games.

But Unlimited Adventures inexplicably goes back to the requirement to press specific keys or use a mouse. I can emulate a mouse with Xpadder, but I'd really love to be able to use the much faster and more comfortable Pools of Darkness scheme.

I'm kinda doubting I'll find anything, and I'll just have to deal with it, but it doesn't hurt to ask, right?

(Also, can I just say I'm really, really impressed and happy that there's still an Unlimited Adventures community, even if it's small? I first got the game as a kid and never got to be part of the BBS community or whatever, so it's heartening to see that the game never died. And I'm glad GOG brought it back.)
94
Module Design Previews / Re: RELEASED: Bridge over Troubled Water
« Last post by Milos Gulan on March 22, 2017, 01:49:16 AM »
Great, thanks for doing it. I will try playing it as soon as I can. I have been playing some Harkenwold adventure on my Android phone, was surprised how cool it was :)
95
Well, I imported one level from a 0.914 design (level 49/50, Helmettiger Palace), but the other one (40) is original. I did not import the design.
The errors are occurring on all levels, but in level 49/50 you rarely see them since the rooms are not long/deep enough (meaning, the most distant walls are rarely shown).

But, as written above, this occurs only in the newest DC version. I started the design with an older DC version (2.39) several times, and the errors are not occurring.
96
Dungeon Craft - Development / Re: add-on for monsters database: LOWER PLANES
« Last post by manikus on March 21, 2017, 07:05:34 PM »
all of the lower planes creatures are done! By which I mean ther are monster database entries, but I still need to do items, spell and special abilities...not to mention lots of icons.
97
I've downloaded it and will take a look tonight. :) Hopefully I can spot something, even if it is just a method to the madness.

In my Hovos design, there is a cell on one fo the levels that has a weird rgraphics glitch. I've tried everything to get rid ot it, everything short of deleting the level and starting over. It doesn't matter what walls I use, I get an error, but just int he one cell. I think it might be related to weirdness in the level dat file since this design start in version .914 and has been updated many times... Let's hope we are not seeing another one of those.
98
Homepage updated...

Manikus, you can find the design here:
http://dhost.info/dinonykos/pageambl.html

I moved the starting location to a level where you can see most of the graphic errors I found.

Just in case you wanted to start the game from the beginning, you would have to move the starting point to Level 50, Square 18,14 - but then you would have to go through a long introduction... :D
99
Dungeon Craft - Troubleshooting / Re: More wand woes
« Last post by manikus on March 21, 2017, 01:39:41 PM »
Thanks, Paul. :)
I was just looking at a talk.bin text version that I used this in...well, out of sight out of mind I guess. :D

Incidentally, the script is not the issue. I'm working on a mini-mod, but it's a Hook not being called from the spell attached to the item.
100
When you say, "Captain Marvel," I think, "Carol Danvers." If you meant, "Mar-Vell," then we will need another icon.

I totally meant Carol Danvers. :D I had to pick one of her identities, so picked most recent, but I should have put her name in parens.For Giant-man, I mean Hank Pym, and for Green Goblin, I mean Norman Osborne.
Pages: 1 ... 8 9 [10]