Recent Posts

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91
Hacking UA / Re: Gold Box Companion - tool for GB games
« Last post by AV8R on April 22, 2017, 06:48:35 PM »
In other news: has anyone else noticed the bug with the Ring of Electrical Immunity in Pools of Darkness? If your character wears one, check the spell effects using the Character Editor in GBC. The effect will not be listed even though the ring is worn and readied. If you unready the ring and ready it again and check the spell effects list again, you'll see "Electrical Immunity" listed. But, it you take a few steps or get into a battle the immunity disappears again.

This basically makes the ring useless as the electrical immunity will not stay on for any length of time which is disappointing since, near the end of Pools of Darkness, electrical immunity would be quite useful when dealing with blue bane minions and dracoliches. I got so tired of monkeying with the effect that I went into the Save Game Editor (SGE) and made the effect permanent on my characters who had the rings using the spell effect editor at the bottom of SGE.

Thanks goodness GBC has Gold Box bug-battling features built right in!  ;)
92
Module Design Previews / Re: PREVIEW: Deepdelvers of the Realm
« Last post by Ray on April 22, 2017, 06:07:37 PM »

Cannot.  Wait.   ;D

Sounds so awesome!!!
93
Module Design Previews / Re: PREVIEW: Deepdelvers of the Realm
« Last post by Kaz-Keith on April 22, 2017, 06:00:01 PM »
 **update:

 Effort has officially re-re-rebegun with this project:  I am currently mid-play and reviews for the 2017 March 1-Week Design Challenge submissions, and have been buttoning up a Chapter 1 portion of this project for play.  This is a direct result of the recent invigorating energies from our FRUAites, from players to creators.  This will coincide with a bundle of art blanks (drop-ins) for those of us who prefer to edit and not draw/paint.

Riding the wave,

kaz-keith
94
Art Creation / Oversized big pics
« Last post by steve_mcdee on April 22, 2017, 09:11:34 AM »
Reading about animations, I saw that it is possible to define a "pic" to make it bigger than 88x88, and to place it in position so that it looks like a big pic, or perhaps even covers the whole screen.

So I thought I would try out a big pic that would take up (virtually) the entire screen, to see if it could be done. Well, I created an image, added it to a Text Statement event, and discovered that it could be done (the image is just a placeholder for testing). But, as the screenshot below shows, there is a bit of a display problem because it seems that the character names, HP and AC are drawn after (ie, on top of) pictures. Also, in order to get the pic to show up for more than a second, it was necessary to write some text into the Text Statement event (I tried just a single space) and that was displayed over the image as well.

In Brian O'Donnell's discussion of animations in UANL 33 he said:

Quote
You can't animate bigpics, but you can do something which is almost as good.  CKIT really doesn't care what the actual size of a smallpic is, so you can use 304*120!  To get this at the proper place for bigpics on the screen you have to use X and Y displacements of 16 for each frame.  In Uanimo you can edit X and Y at the same time as Palette Start, and in your Tlbmake TLB.INF change each line of the form
  1 : height= 88 vertical=   0 horizontal=   0 width/4= 22 transparent=no
to
  1 : height=120 vertical=  16 horizontal=  16 width/4= 76 transparent=no

This suggests that it is possible to make animated pics that look much like bigpics (at least size-wise). That would seem to imply that there is some way of avoiding the character name display.

So ... I'm wondering whether there is anyone who may have had more luck than me with this idea?

In case it assists, I have attached the files I am using.
96
As for the spell memorisation thing, it's more a convenience than anything else (how often do you really use and re-memorise most of your spells except for the few basic offensive mage ones?

I'm not sure I understand - what do you mean "except for the basic offensive mage ones"? Those are crucial to me, so my answer to "how often" would be "all the time, after every second battle or so" ...  :P
97
Module Design Previews / Re: RELEASED: Descent into Darkness
« Last post by Olivier Leroux on April 22, 2017, 01:46:46 AM »
*edit: quick resolutions for all your included bugs save for the 'direction facing after battle' bug... this is specific to the FRUA engine: if you flee a battle or otherwise exit a battle, this can affect the direction you are facing once that combat ends.  I could not reproduce the bug, though it did occur to me as well  :-\

Ah, that could explain it. I think I might have repeated this battle a few times, as these creatures can be quite "charming" ...  ;)
98
Dungeon Craft - Artwork / Re: Stairway to Hell - Going Down
« Last post by Nol Drek on April 21, 2017, 11:44:43 PM »
Could a stairway going straight up or straight down be done with a backdrop better than a wall, as chutes & ladders are done?
99
Module Design Previews / Re: RELEASED: Descent into Darkness
« Last post by Kaz-Keith on April 21, 2017, 11:06:19 PM »
Hey Keith, I played through this fantastic adventure yesterday and I made a few playtesting notes that I'll attach below, concerning a few minor typos and potential bugs I found. I hope you can read them like this, if not I could also send them to you via PM or something (WARNING to everyone else: they might contain spoilers!).  :)

Ah thanks, Olivier  :)  It's funny you've included a .txt as that's usually how I bugfix off the forums here - will get right to it then :D

*edit: quick resolutions for all your included bugs save for the 'direction facing after battle' bug... this is specific to the FRUA engine: if you flee a battle or otherwise exit a battle, this can affect the direction you are facing once that combat ends.  I could not reproduce the bug, though it did occur to me as well  :-\


*edit: Bugfix update posted to rosedragon repository -- thanks Olivier!
100
UA Polls / Re: Max-ed Out or Puny PCs
« Last post by Amarande on April 21, 2017, 09:11:20 PM »
I typically max hit points at creation, and at least the useful stats (Dex, Con, Str; also Int and/or Wis for anyone who's either beginning as a caster or who will be dual classed into one), for any character who will be carried through an entire series (which means the entire party in Gateway or Champions, but I am sometimes less of a maxer in PoR; keeping your characters slightly neutered helps control the monster population there and only two or three of my PoR characters usually get to stay through the series. New characters in Curse do get the max treatment as those are normally going to be there all the way through PoD).

Charisma can be forgotten about except perhaps in PoR (as in the later games you are bound to have a Paladin who comes bundled with 17 Cha as a standard factory feature with zero copper down; the Krynn games admittedly are an exception as Knights don't have such high Cha minima if at all, but I can't really remember any Charisma checks of note except in Champions where a couple of fights can be avoided but that's about it), and I often no longer max the mental stats on Forgotten Realms characters that aren't going to need them as original or dual casters).

While the lower level games are fairly lenient (unless you intend to actually take out Vaalgamon, which is however probably about the 3rd most difficult fight in Gold Box), the later games seem to be very much balanced around this unless you want to downgrade to low difficulty, especially in regards to HP and Dexterity (the only fairly high level game where you can afford less than optimal Dexterity is probably Secret; the others have far too many enemies with save-or-sink attacks, the worst being Treasures as for some reason they saw fit not to permit Dispel Magic to work on paralysis there. No one really has any idea why, I'm pretty sure it works in Pools of Darkness which is Treasures' engine-twin ... perhaps an overcorrection for cases like Champions of Krynn, where Dispel Magic even works on things like Kapak Draconian hits, despite the fact that those are supposed to be a paralytic toxin rather than magical!).
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