Author Topic: Hide & Seek - Mini Games in Dungeon Craft Demo  (Read 2443 times)

Offline manikus

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #15 on: September 06, 2016, 01:43:36 PM »
I like the teaser comic page. ;D When you make the mini-mods, I will precess them and send them on to Paul.

There is no auto-equip for items that PCs pick up. There is a script that can be added to NPCs so that they come into play with items equipped. I cannot remember off the top of my head what that script is, but will look into it. However, all combatants under computer control will auto-equip at the start of combat.

Offline Dinonykos

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #16 on: September 06, 2016, 03:11:32 PM »
Okay, I made a mini mod with 0.914. Just load savegame a and walk to the fireplace, which then becomes extinguished. This is done via the logic block as shown in the screenshot from the editor. This function is no longer supported in DC 2.x.

EDIT: Sorry, I just realize that I should perhaps put the minimod into another thread... I hope it is still okay this way...
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
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Offline manikus

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #17 on: September 06, 2016, 04:36:24 PM »
This is your thread. If you want to stick a mini-mod in it for a related issue, that seems perfectly plausible to me.

Offline Paul R. Stevens

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #18 on: September 06, 2016, 06:36:00 PM »
Oh, boy!

The first thing I attempted was to EXPORT the very tiny
level in your mini-mod.  Total editor failure.  It knows not
how to IMPORT or EXPORT a Logic-Block.  So that is where
I have to begin.

It will be a while but I have confidence that we can solve
your $SET Level ASL ($Wall,1,1,E=2) problem.  Patience.

Offline manikus

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #19 on: September 06, 2016, 07:36:55 PM »
This is good, since being able to import/export Logic Blocks is something we want to do. :) Let me know if you need anything.

Offline Dinonykos

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #20 on: September 07, 2016, 03:20:40 AM »
This is absolutely not urgent, I even had already accepted that it would not work. But your statement...
Compatibility with old designs has alway been one of my goals.
gave me new hope... :)

The other approach using GPDL is much more effective since you can do much more than 2 walls with only one event. And it is particularly great that we now can change walls on any level from any other level.  :hello2: I am really enthusiastic about this! If this had been implemented before I started with "Snow Tigress", I would probably have been able to do it with a few hundred events instead of thousands... :D

But of course, it would still be great if the old logic blocks would work in DC 2.x, because my old designs use this approach quite often, and maybe it would be interesting to import them in 2.x some time.

Thanks for dealing with this, Paul!



This is your thread. If you want to stick a mini-mod in it for a related issue, that seems perfectly plausible to me.
:) Well,  quite often I spend a lot of time searching for old posts with interesting information and do not find them because we at some point went off-topic. So it is good to keep some system. For example, I would expect this in the DC testing area of the forum.
« Last Edit: September 07, 2016, 03:24:57 AM by Dinonykos »
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
DINONYKOS DUNGEON CRAFT DESIGN HOMEPAGE

Offline manikus

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #21 on: September 07, 2016, 11:59:32 AM »
You make a valid point. I spend a significant amount of time int his forum using the search function. :)

As far as which subforum, I think these issues should go into Troubleshooting or Development depending upon the issue. I view Testing as a place where I or anyone really, presents something and asks for one or more others to test it and report back.

Offline Dinonykos

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #22 on: September 07, 2016, 01:21:26 PM »
To come back to the thread: Below you can see the progress of page two. In some cases, I use the DC 3d-view to generate the backgrounds. Unfortunately, I drew a character in the last panel which should not have occurred, so I have to redraw that one. Once I have done that, I will add the texts.
Pages 3 and 4 are already complete. Now, I am working on the graphics of some of the mini games...
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
DINONYKOS DUNGEON CRAFT DESIGN HOMEPAGE

Offline manikus

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #23 on: September 07, 2016, 02:48:55 PM »
Very nice. ;D I love seeing the workflow images. I didn't realize that you were using the 3d viewport to generate the backgrounds for your panels. Has this always been the case? That makes them even more impressive.

Offline Dinonykos

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #24 on: September 07, 2016, 03:46:59 PM »
No, I use the 3D backdrops in perhaps 1/3 of the panels. For special perspectives (see upper right panel above) or 45 angles, I draw the backgrounds by hand.

Actually, I have just started working on a comic that will tell the origin of the martens (the plot will thus take place before all the designs I made so far, even before "Rise of the Insectoids"). If I can really finish that project, I will probably add it to "Helmet Menace" as bonus... :)
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
DINONYKOS DUNGEON CRAFT DESIGN HOMEPAGE

Offline manikus

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #25 on: September 07, 2016, 05:36:05 PM »
That sounds cool. Bonus material is always enjoyed. :) I thought you were drawing all of your backgrounds. I guess in a sense, you still are. ;)

Something I have done, for projects never released, is to use the same wall textures as textures in my 3D software, so I can render with them. I have built a set-up on a grid system so that I can duplicate any DC dungeon layout. I will likely use this technique as backdrops in a mini-comic to go with my superhero design. :D

Offline Paul R. Stevens

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #26 on: September 07, 2016, 06:55:08 PM »
Export/Import of Logic Block seems in order.  Now on
to the problem of Setting Walls.

Offline Paul R. Stevens

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #27 on: September 07, 2016, 10:21:49 PM »
When using Engine version 2.52, the fire goes out.

http://dianneandpaul.net/UAF/DungeonCraft_252.7z

But it ain't right.  Your instruction was "$Wall,1,1,E=2".
Wall slot 2 is a block wall, not a fireplace.  The engine
forgot to convert from wall ordinal to wall index.  I dare
not change this because it appears you have taken advantage
of this bug.  Silently.  Too bad.  Unless I misunderstand your
intent.  Do you agree?

You can go ahead and use the Logic Block function for this
purpose if it pleases you to do so.  My 'fix' is relatively
efficient.

Offline Dinonykos

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #28 on: September 08, 2016, 12:04:54 AM »
Not sure if I completely understand, Paul. Until version 0.914, walls were numbered 0, 1, 2... so I had to use 2 in the example above.

I assume that now walls are numbered 1, 2, 3..., similarly to levels. Is that the problem? Perhaps this is what you mean with ordinal vs. index? I had never considered this to be a bug until now.

In any case, thanks for your efforts, and as written above, I would not be a shock to me if it was not possible.
« Last Edit: September 08, 2016, 01:44:11 AM by Dinonykos »
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
DINONYKOS DUNGEON CRAFT DESIGN HOMEPAGE

Offline Paul R. Stevens

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Re: Hide & Seek - Mini Games in Dungeon Craft Demo
« Reply #29 on: September 08, 2016, 10:00:00 AM »
Quote
Until version 0.914, walls were numbered 0, 1, 2

Are you sure?  I certainly cannot remember anything that
long ago.  But certainly the tabs on the wall slot selection
dialog now say "1-16", "17-32", etc.  Did they used to
say "0-15" prior to 0.914?  And the primary window labels
the available walls as "1" through "16".

Did the SET_LEVEL_ASL "$Wall,1,1,E=2" business work
in versions prior to 0.914?

The new GPDL function $SetWall appears to treat the walls
as 0 through 15.  That is not good, either.

I don't know exactly how to proceed.  Are these numbers used
anywhere else?  If not, perhaps I can simply change the
labels on the wall selection tabs and main window to say "0-15".

Any suggestions?

 

anything