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Dungeon Craft => Dungeon Craft - Module Previews => Topic started by: Milos Gulan on October 12, 2014, 02:17:01 PM

Title: Towers of Magic
Post by: Milos Gulan on October 12, 2014, 02:17:01 PM
Here is first completed module for DC V.1.0. It is small vanilla module that will test your adventuring skills and i am hoping it will be fun. It is not perfect, and i am hoping to hear what you can tell me to make it better. Made for 1st Level PC character(s), that will be joined by NPCs trough the game.

Latest version: http://www.reonis.com/gulan/TOM/ToM0001.rar

Title: Re: Towers of Magic
Post by: Jadefang on October 13, 2014, 02:46:30 AM
Okay, I managed to complete the mod in about an hour. Normally, if the engine was perfectly working, this adventure would not be beatable with level 1 characters. However, due to some nuances with the AI, particularly this bug (http://ua.reonis.com/index.php?topic=2883.0), and some non-functioning monster abilities, it was doable, although quite immersion breaking.

SPOILERS FOLLOW!

Of the mandatory combats (I skipped the entire exterior area, but looking at the events in the editor there's a few battles that look very difficult if not impossible for 1st level characters, such as the Hill Giant, albeit they are all optional), only the Giant Badgers, Skeletal Dogs, and the lone Ghast are reasonable for 1st level characters. Now let's look at the other battles.

The Gargoyles would normally be completely IMMUNE to normal weapons, of which there are absolutely none available beforehand (and balance-wise should not normally be available to 1st level characters anyway). However, since their immunity wasn't functioning properly, the battle was winnable. While a single one (without the weapon immunity) may be manageable like the Ghast fight, the possibility of two of them appearing would make the battle extremely difficult for a 1st level party, especially for being only the second battle in the entire game.

The Giant Scorpion was a much worse case, with a very tough AC of 3 and being able to do up to 24 damage per round. Most importantly, though, it has the ability to poison, and the spell Neutralize Poison is completely unavailable, not even at the Temple in town. I ended up having to drop my poisoned character and roll a new one, since they were effectively permanently dead.

The Efreeti is no doubt the top offender, with its 10 HD, 2 AC, and 3-24 damage per round, meaning on average it would instantly KO any char except a max constitution, max HP warrior in a single hit. Technically, though, it is a completely optional fight. Still, it normally would be completely out of the range of 1st level or even 2nd level characters.

I would also prefer that you do not have combat events with blank text; it is somewhat confusing when you take a step and suddenly the game jumps to the combat screen without any warning. At the very least, write in the text that you are being attacked or something; some of the early tower floors do this, but then the practice suddenly stops halfway through.

In terms of loot, my party ended up with two Short Bow +1, a Shield +1, a Stone of Good Luck, a Gauntlets of Ogre Power, a Girdle of Stone Giant Strength, a Girdle of Fire Giant Strength, two Rings of Wizardry 2nd Level, a Scroll of Mirror Image, a Scroll of Monster Summoning, seven Potions of Extra Healing, and a whopping Flail +3! A lot of these items would be VERY overpowered for a 1st level party, if not for the fact that the strength boosting items were bugged and did not work anyway. Generally, in a short first level adventure, I wouldn't expect more than one or two +1 items, and nothing stronger than that; it wouldn't be unreasonable to get some higher end non-magical equipment instead, such as ordinary Plate Mails, Long Swords, Two-Handed Swords, Composite Bows, etc. that are not available in the town. Permanent magic items such as the rings and girdles should be rarer and more likely reserved for higher levels.

Also, the Combat Treasure event is supposed to be chained BEFORE the Combat event, not after, otherwise it shows up in the next Combat event you encounter. In one instance (the 3rd floor of the second tower) you used Give Treasure instead of Combat Treasure, so after looting that battle I was immediately greeted by another treasure collecting prompt.

Story-wise, the wizard is supposed to be a good guy? Is he aware that there's evil beings, namely the undead and the gargoyles, guarding his towers? Why would he employ such things? The party trying to attack him on sight would not be an unexpected choice given that, although it does lead to a less satisfying ending (or rather, seemingly no ending at all, since he's gone if you try going back to him...)

Lastly, just some organization things: you don't need to include any RecordXXX.log files (which are meant for testing), the other config files, and the txt databases (races.txt, items.txt, etc.) in the Data folder in your release build. You also should try to minimalize the Saves folder; include your default characters and/or a single save file with the default party, but you don't need to include any other save files you used for testing.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 13, 2014, 05:08:41 AM
Thanks for all being said. Now here is answer and this contains big spoilers for people not played this module which supposed to be fun and just testing all things done till now.

First for give treasure event, every floor had one if you went in the middle of the floor you would find more tresaure like healing potions, items ect meaning you tried to search the tower. True i haven't included description before combat or after, or when searching the place.

For efreeti and other evil beings, those guys are like outside monsters just there by chance trying to make their own ends. Wizard is very busy with his research in his rooms and doesn't care about the rest of the world except extraplanar spaces where he is trying to do his magic and he is most of the time away. Efreeti btw was real tough but he is not meant to be fought if you really don't wan't to win all, the best tactic might be to run away, which is btw sometimes bugged. Also there is a bug when turning undead with Giant skeleton in the woods, even if he is turned it doesn't work and games also crashed i think when casted magic or something after that. I will try writting bugs while playing because now i can't remember all.

Similarly to this encounter was a Green dragon encounter from Shadowdale adventure for 1st levels which of course will attack the party, but you can meet it and you don't have to fight real tough monsters all the times. Of course there might be a treasure after also so there might be a chance for some RPing too.

About the loot, there should be some for magical towers and adventures who fought the dangers of it. I am not sure about the girdle of stone giant strenght though and i think it might be a bug because it is won after the fight with orcs unless i somehow didn't put it as a combat treasure after efreeti battle. But i am sure i got it few times while combating orcs :)

Anyway the main problem of the module logicaly is that one the first mainland level there is only one tower instead of 3, though i made it that they can be accessed trough first tower still i am missing them on first level.

I might work more on this design and i am not sure yet what to do. I was thinking to make a newer version called Towers of Mistery with some more adventure. We will see how it will go, but i need to learn more about DC designing that is for sure. Anyway now lets see that Arena design :) will play it a bit first. Thanks for comments :)

Title: Re: Towers of Magic
Post by: Jadefang on October 13, 2014, 05:26:59 AM
That makes sense with the Efreeti. That Flail +3 and Girdle of Fire Giant Strength don't come for free.

Regarding Combat Treasure events, like I said earlier, you're supposed to place them so it activates before the Combat event you want to give that treasure occurs, or else it will awarded in the next Combat event you run into. Right now, for example, the Combat Treasure for the Short Bow +1 occurs after the first tower fight (the badgers). If the party fights the badgers, then leaves the tower and runs into the orcs in the forest, the Short Bow +1 would appear in the orcs' loot.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 13, 2014, 05:37:54 AM
Thank You for explanation, I need to write it down. That is what i didn't know, but it makes sense now when i think of that Bow+1.
Title: Re: Towers of Magic
Post by: manikus on October 13, 2014, 01:29:03 PM
...some non-functioning monster abilities...

Such as?
Title: Re: Towers of Magic
Post by: Jadefang on October 13, 2014, 04:07:37 PM
...some non-functioning monster abilities...

Such as?

Was referring to the Gargoyle's normal weapon immunity. Will make a minimod of it.
Title: Re: Towers of Magic
Post by: manikus on October 13, 2014, 04:22:21 PM
...some non-functioning monster abilities...

Such as?

Was referring to the Gargoyle's normal weapon immunity. Will make a minimod of it.

No need for that. For scripts, if you are specific, I'll check them out myself. :D
Title: Re: Towers of Magic
Post by: Jadefang on October 13, 2014, 04:25:05 PM
...some non-functioning monster abilities...

Such as?

Was referring to the Gargoyle's normal weapon immunity. Will make a minimod of it.

No need for that. For scripts, if you are specific, I'll check them out myself. :D

Oh, well yea. Just tested now anyway, had Iron Golems and Elementals taking damage from nonmagical and +1 weapons too.
Title: Re: Towers of Magic
Post by: manikus on October 13, 2014, 04:33:11 PM
...some non-functioning monster abilities...

Such as?

Was referring to the Gargoyle's normal weapon immunity. Will make a minimod of it.

No need for that. For scripts, if you are specific, I'll check them out myself. :D

Oh, well yea. Just tested now anyway, had Iron Golems and Elementals taking damage from nonmagical and +1 weapons too.

They all have "monster_WeaponImmunity" in common. I suspect that this is likely not working for anyone. Do tell me if you do find a case of this that is working.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 18, 2014, 03:04:15 AM
I am working on update, and have remaped towers, now i need to do woods. I hope it will be soon done, but can't say really when, but if not for this sunday then next.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 20, 2014, 01:27:27 PM
I have updated new remapped V1.2b version. It has lots of random combat and it might be hard fight, but i hope it will be interesting. I tried to test it but gave up till tomorrow, when my cleric tried turning 2 remaining juju zombies and at least one that i killed got up and started to flee with -10hp. Anyway beside a lot of bugs it still feels to me like a dream to be able to make adventures like this, really great program. Link is in the first post for those who are interested in playing, everything should be in place.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 20, 2014, 01:52:02 PM
Quote
one that i killed got up and started to flee with -10hp

Would you be interested in helping with the DungeonCraft
project?  It sounds as if you think you have uncovered a
bug.  If you were to take the trouble to submit a well-organized
bug report, we might be able to fix it.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 20, 2014, 02:18:58 PM
I am very interested in helping with DC development. I also noticed that when moving with character and then clicking on its icon, characters flee and game crashes. I am not sure if it supposed to work like that.

I will try and i would like to be part of the DC team really, and would like to learn to work with Visual Basic and be able to modify DC. I have just installed 2013 express and downloading this videos hoping to learn something http://channel9.msdn.com/series/Visual-Basic-Fundamentals-for-Absolute-Beginners/03 but i am not sure if that might be the best idea, though i am thinking for now that it might be better to try working with DC then to create my own program from scratch. I need that for my system of RPG rules, i can post link of my pdf books here if needed, they are a bit older but i am still working on it.




Title: Re: Towers of Magic
Post by: manikus on October 20, 2014, 02:39:47 PM
The engine should never crash. If it does, then that is a bug.

If you would like to help us out, you can make a mini-mod showing the bug occuring and attach it to a post in these forums.

Mini-mods:
The purpose of a mini-mod is to illustrate one (1) bug with Dungeon Craft. Multiple issues, though closely related, still require multiple mini-mods.

The bug should be illustrated on one level of size 10x10 and use the default Resources.

Your mini-mod should include:

Data folder
    all .dat
   config.txt
   Playfile.log
   Bass.dll
   one .lvl
Saves folder
   only characters and game necessary to illustrate bug
UAFErr_Edit.tt
UAFEff_Engine.txt

The size of the mini-mod should be under 400 KB.

Note, you must create the Playfile,log. Play your mini-mod up until / through the bug and then exit. In the Data folder there will be files called RecordXXX.log, where XXX is a number. Usually the higher the number, the more recent the log, but always check the time/date stamp to make sure. Find the most recent one that was just created and rename it to Playfile.log to include in your mini-mod.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 20, 2014, 03:36:31 PM
Ok i will try it tomorrow.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 20, 2014, 03:44:11 PM
Quote
game crashes. I am not sure if it supposed to work like that

That has never been my goal.

It may come to pass that a particular problem cannot
be recreated in a 'mini'-mod.  I will accept large modules
with long play-times if you explain why it is necessary.

Some problems seem never to repeat themselves.  But by
following these rules, you will always be able to submit
a module that causes the problem reproducibly:

**Do your testing from a saved game, where reasonable.
And do not overwrite that save while playing.

**Do not overwrite any character during play.
It is best if you can play without creating any
new character....but certainly avoid overwriting
an existing character.

**Always do your testing with recording enabled...
this is the default currently.

**When a problem occurs, immediately copy your
entire design (to another folder, to a zip file, etc.)

**Rename the latest Record(nnn).log to "Playfile.log".

**Replay the testing session by starting the session
with Control-P (Playback) to see that the bug is repeatable.

**If you cannot playback the testing session then you
have done something wrong or you have found a very
serious, additional bug.

Now, having done all of this, you can attempt to reproduce
the problem in a mini-mod.  If it turns out to be impossible,
then your copy of the bugged design and testing session
can be used to reproduce the problem for the developers.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 21, 2014, 12:14:31 AM
Ok, then will try it today :) i hope i will be able to help.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 27, 2014, 02:44:59 PM
I have uploaded new version, some mistakes were corected and added, temple has new spells ect :) and i think this is final V1.2 but i need to finish fighting all the monsters trough the woods, which is not so easy with lots of bugs around :D. But it is also a lot of fun. I am planing to add one more level, and additional things perphaps, but that will be in V1.3 which i am planing to do as soon as i can.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 03, 2014, 04:42:51 PM
I am working on art now, i hope i will be able to continue to work on the story and finish the testing. Also i have made my first program in Visual Studio that writes hello world :) I hope i will continue my work on that too :D Here is picture that i hope will be included in new parts of this adventure.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on November 03, 2014, 09:20:29 PM
Quote
i have made my first program in Visual Studio that writes hello world

My friend, that is a giant first step.  Congratulations.

If you are not familiar with C or C++ then I suggest that you
first pick a project that you can accomplish with a Console Application
that uses MFC.  Jumping right into a standard Windoze application
might be a bit overwhelming.  A little practice with CString, the
standard container classes, etc will be helpful.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 04, 2014, 03:51:16 AM
Thank you :D. It really was discovery for me and i have to say that i really was surprised with open possibilities. I am glad i have some more experienced friends around to ask for advice when i am not sure what to do, and i will need to go over those tutorials first to inform myself, and probably will have to work more on study of all those, but now i am intrigued and when i get into something i usualy can work on my improvement. I will have to go trough video tutorials then i will ask and will see how it goes, but i am hoping that i will be able to work and study with VS in the future and that is my wish.

For my module, i am doing art and preparing to do arial combat around towers, like in the woods but that should be air level above woods full of arial monsters. Now i have not played anything like that before but have idea and would like to make that expansion for this adventure and i guess that would be final change. Later i could just work on smaller things and corrections.

There is a picture i am currently working on, but i better get it finished before i post it :D. It is for some aerial encounter, i am not sure yet how to do it all, but have an idea and was thinking about gargoyles, evil elves or some kind of demons drawn to magical towers as enemies. We will see how it will go, i hope i will have fun as before. Btw i am serious about this art improvement too so i will work on both things because i need it both for DC and together i just think it will make my DC creations better. And i have to say thanks again to DC development team again for bringing good things to DC and making it better.

 

 
Title: Re: Towers of Magic
Post by: Nol Drek on November 04, 2014, 08:38:21 PM
Also i have made my first program in Visual Studio that writes hello world :) I hope i will continue my work on that too

Have you written a program yet that prints out all the multiples of 3 up to 999?
Or a program that sings the song "99 Bottles of Beer on the Wall"?
How about a program where the user plays the game "Rock Paper Scissors" vs. the computer?

Just some suggestions to think about...
Title: Re: Towers of Magic
Post by: Milos Gulan on April 03, 2015, 01:52:54 AM
Ok about programming I haven't done much, except few first lessions. But for art I did a lot, relatively speaking and learned more then I expected so I want to thanks Manikus again for pointing me in that direction. I have been playing tabletop on roll20 and now will try to play less and work more with DC and start again my work on this mod. What I wish i could learn is to work at the same time with DC and other programs like art and VS in the same time. I will give it a try and see how it will go.
Title: Re: Towers of Magic
Post by: ProphetSword on April 03, 2015, 01:57:56 PM
If you manage your time, you should be able to learn about a lot of things in a very short time.  It just requires dedication and an open mind.

When using Visual Studio, are you using Visual Basic or C#?
Title: Re: Towers of Magic
Post by: manikus on April 03, 2015, 02:56:55 PM
If you manage your time, you should be able to learn about a lot of things in a very short time.  It just requires dedication and an open mind.

When using Visual Studio, are you using Visual Basic or C#?

Well, if he wants to work on this project, I hope he is practicing his C++. ;)
Title: Re: Towers of Magic
Post by: Milos Gulan on April 03, 2015, 11:44:30 PM
Good to know that :). To be honest I just watched first maybe 4 videos about Visual Studio Express, basic things really for start, but will try doing more as it seems I will need it. Atm I am rendering a wizard and it is taking 32 hours already and is at 57% it is not for this mod but it might be usable. What I am at it atm is 3d Art, so much that most of my time goes into it. I just have to figure how to practice it and programming at the same time and play with DC. That is all I need now :).

I am guessing that I will be able to produce good renders and maybe work on a post work a bit more, but it takes time to make good pictures. But as I said I still have my drawing tablet and just need to somehow get into making things :D It would be great if I wouldn't waste time on some not important things.
Title: Re: Towers of Magic
Post by: Milos Gulan on April 04, 2015, 12:35:20 AM
And it just failed, my computer restarted after turning the light on, I guess rendering more then 10 hours is not so good for me :)
Title: Re: Towers of Magic
Post by: Milos Gulan on May 22, 2015, 12:46:16 PM
OK I will try telling about my plans. I decided to work with DC as my primary RPG tool, for now I have created few half finished tries but my wish is to make at least one good and complete adventure.

What I want to do now is adventure:

1. Character development - My design should be for one character that could be joined with others developed NPCs (or PCs possibly at start or later) - that for now I think is possible with DC but i will have to work on that
2. Town development - I need to build more serious town possibly with town quarters. I can't say I am still very good at it and at making events but I need to try and learn. Good thing would be if I could have at least some preloaded modules with at least basic made shops and other things. I will have to work on that.
3. Adventure development - This is standard and though I am not still very good at it in DC it will be a challenge to do something good. For now I have done this adventure but probably will expand on it and add something more.
4. Items, monsters and spells devolpment - This should go with adventuring, it is needed to make them more interesting.
5. Story and journal development - This is also needed for good adventures.

To summ it up, I was thinking to add one more level to my adventure that would add sky level of the castle but now latest thing is that I also need to make a good town area for any more serious adventure. I have stop working actively on my adventure which is not a good thing but I am hoping to continue my work on it.
Title: Re: Towers of Magic
Post by: Milos Gulan on June 23, 2015, 02:52:21 PM
I am continuing my work on this, I still don't know much about how to make a good adventure but will try and learn what I can do. For now I have toned down encounters a bit, hoping that I will add something new next.
Title: Re: Towers of Magic
Post by: Milos Gulan on September 11, 2015, 12:37:31 PM
After summer I plan to continue my work on this design.

For now I have drawn a map of the town I plan to do but now need to redo it for DC as it is a bit different, but good thing is that I have figured how to draw maps for DC from now on and got myself two notebooks (200 and 300 pages) and black pencils so I will be able to do better :).

The challenge will be to make a good town, and this is not my first try but this time I need to make it good. For now there will be 5 guilds:
- Adventurers
- Guardians
- Traders
- Smugglers
- Explorers
There should be town citadel ect., I have even drawn 2 underground maps but that will probably be of no use only for ideas maybe.
Title: Re: Towers of Magic
Post by: Dinonykos on September 11, 2015, 01:30:44 PM
Notebooks are always good -  I have a drawer full of full notebooks now with concepts for DC games. With so many pages per book, you should consider numbering the pages and leave some space for an index in order not to lose the overview where you have written what... :D May sound unnecessary, but after filling several books, you may have problems to find a note you made earlier.

There is also some free software which may help you making a kind of archive about the scenarios you are going to build.



PS: Just for my understanding: Why it is important that the pencil is black?
Title: Re: Towers of Magic
Post by: Milos Gulan on September 11, 2015, 02:18:38 PM
You are right about that I was thinking the same thing except that I didn't know about the software, but I am still learning about making a good design.

Black is because i need to make maps like this http://www.filfre.net/wp-content/uploads/2011/08/blackmoor.jpg

I was even thinking of using colours for illustrations but I don't have time to learn that though it might be a possibility and for now I will try using 3d art with some postwork. Should look good enough.

Btw for now I finished maping bare town citadel and tomorrow will try doing other buildings. I need to make some order and plan things for good :).
Title: Re: Towers of Magic
Post by: Milos Gulan on September 11, 2015, 02:27:45 PM
Actualy even if I could make good coloured pictures trouble would be how to scan them. I usualy just take pictures with my camera and I am not sure if that is the best way to do it.
Title: Re: Towers of Magic
Post by: Milos Gulan on September 13, 2015, 07:32:05 AM
I am working on this. I have made half of the town and need to do other half :) It probably will look good. Then I will have to add shops and other things and adventures :) Lets hope I can make it this time.
Title: Re: Towers of Magic
Post by: Dinonykos on September 15, 2015, 06:48:32 AM
You are right about that I was thinking the same thing except that I didn't know about the software...

I use the free version of CUEcards (CUEcards 2000 is freeware) to keep an overview of all the different races, places and characters appearing in my designs.
Title: Re: Towers of Magic
Post by: Milos Gulan on September 15, 2015, 11:57:48 PM
Thanks for the info. I will have to check it http://www.chip.de/downloads/CUEcards-2000_12993025.html

Btw I made a good progress with my design but haven't done map yet, but I expect it will be soon over then I will try doing shops and other things :). Just need to make a good starting place.
Title: Re: Towers of Magic
Post by: Milos Gulan on September 20, 2015, 03:18:06 PM
I finished mapping, now I need to make the town work :)
Title: Re: Towers of Magic
Post by: Dinonykos on September 21, 2015, 07:50:32 AM
The big picture above looks like a blurred drawing, but you have also shown one picture in a completely different style earlier in this thread, and several really nice-looking 3-D characters in your other thread about the forest design. Would it not be consistent to do all the art in the same style? I am aware some designers have problems getting the art to achieve a consistent look, but I had the impression you could do it. Or do you plan to make all the big pics look like the one above for this design?

Concerning the text, I am not a native speaker myself, but I guess you should add more articles (the/a).
Title: Re: Towers of Magic
Post by: Milos Gulan on September 21, 2015, 08:20:57 AM
Ok I will try to do best I can. For now I have 40+ buildings not including large ones with separate rooms. There will be lots of work to do just to make those but that needs to be done as it is base for future designs. Today I have closed beach and till now had worked on taking pictures of some history books. I expect I will work on my design more seriously from now on and lets hope I will have something to show soon. For now I am not thinking that much about graphics, just trying to get everything in one place and then to play trough it and make it better :)
Title: Re: Towers of Magic
Post by: Milos Gulan on September 23, 2015, 11:48:47 AM
I have worked good today and I think I can make it, 40 buildings and some adventuring. Also I have started working with 3d art again, lets hope I will be able to make something. Here is part of the map where starting location is with that fort, problem with it is that I don't have 3d model that looks like it so I am doing what I can, that means it will stay a drawing till I find a good 3d fort :):
Title: Re: Towers of Magic
Post by: steve_mcdee on September 23, 2015, 12:16:49 PM
Lovely floor plan. I think this might feel like a lot of open space though, when you are playing the game. Remember that the player can only see a maximum of three squares in front of them ... so I would suggest perhaps reducing the scale a little?
Title: Re: Towers of Magic
Post by: Milos Gulan on September 23, 2015, 12:36:15 PM
That is what I was worried about and I have the same feeling but I will try it like this because it is big town. I made first map on 2 A4 papers (this pic is first part). It should be a big town, in the middle is inn and stables where you can take transport to other smaller places with adventure, and around are shops and guilds with things to buy and smaller adventures to earn gold. I have map worked out, now only to make dialogs in those buildings. 

This should be central place of the campaign so it needs to be done nicely. On the other part of the map is Wizards guild and castle, Theater with rogues guild, training grounds and few other things :). Now I just need to make it all functioning ;D
Title: Re: Towers of Magic
Post by: Dinonykos on September 23, 2015, 02:50:59 PM
One other point to consider is that it is difficult to make such a huge city feel "alive". Using different zones and step events might help, but still...
Title: Re: Towers of Magic
Post by: Milos Gulan on September 24, 2015, 01:04:14 PM
That is true, I have worked almost all day today and did some progress. I made inn, shops and added some things that are available to buy. I made one character wizard and will try to play during creation of all that. Next I need to do is to make few quests, and story about how main character meets other NPCs in the inn :). And I made a render for contest, I might use it in the game :) will show it in a week or so :).

Well for now it is going good, I had few doubts but solved them and hoping to do more tomorrow :) I just hope I will have fun.
Title: Re: Towers of Magic
Post by: Milos Gulan on September 27, 2015, 01:42:43 PM
I have made good progress today, unlike yesterday when I somehow wasn't doing so good. Anyway result for now is, I have done adding NPCs at the Inn and quests at the shops. Now I will need to do guilds and quests there then other side of the town. Probably there will be a lot of work to make it all without any mistakes, but I expect to be able to upload working version till next weekend.

Combats are working and I have started adventuring there :) now I just hope there will be no major bugs to slow me down. Also I might putt some new art in the design soon.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 01, 2015, 04:44:16 PM
Ok. Here is what I have for now http://www.reonis.com/gulan/TOM/TOM1.3b.rar

It is very early version, uploaded because of some problems with DC. What can be done for now is visit Inn and joined by NPC after few drinks (I designed it for one PC and few NPCs, but can be played with 5 PCs too). You can visit stores and buy things. I have started working on Guilds... Traders guild can be visited (big building NW) after you pay guild membership at the right door of the fort. Thats about it, to be able to see descriptions of stores and other building use Look in front of doors. I am hoping to continue to work on this for now it is going good and without any troubles. Oh yes and You can fight monsters :) just ask store keepers for work.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 06, 2015, 02:33:23 PM
Well I did most of the work in town, though it could be better but basics are done and I am hoping it will be improved. What I have to do now is to make some more quests and to link that first wizard tower quest and to modify it to fit this adventure. Also I will need to start thinking about graphics, that means rework some to fit this module. For now here is something that I did, I am not still sure how it will fit in and it is Halloween themed. I just hope this module will not end in the dark :)

(http://thefantasiesattic.net/attic/cpg/albums/userpics/11318/Misty_Graveyard.jpg)
Title: Re: Towers of Magic
Post by: Milos Gulan on October 21, 2015, 06:32:31 AM
Ok, I have made it :), and uploaded it. You can download it from last link in the first post of this thread :D. It is largely missing art and things that enhance mood for now, but main story and combats are working. I will try to improve it in the future. You have readme's in starting folder about design but I will also post here just to be sure it will be read (and for my remider) things i found by playing it (will do it next time in desinger log file :)):

- dracolisk default icon is missing

- shocking grasp spell deals 0 dmg

- I need picture that could accompany random monsters combat event (for example in the tower I want to put a drawing beside random monster because I think it might be a lot better with picture if possible)

- I don't know how to put wilderness surrounding set in dungeon combat map

- I don't know how to set encumbrance for design (I think I have saw it in global setting before but now I can't find it)

- I don't know how to set up doors that are locked and for party to be pickable

 
Title: Re: Towers of Magic
Post by: Dinonykos on October 21, 2015, 01:47:54 PM
I played this design for some time on my old XP machine.
Some points concerning DC:
For some reason, "character name" is always depicted while playing. I also saw that some walls (the door in the screenshot, for example) have little graphic errors. The game engine froze once when I fought a spider, I have thus attached the latest combat action files, the record.log file and the UfErr_Engine file for Paul and Manikus.
Concerning graphics: We (I mean artists) should try to do some more character icons. For example, I found it difficulat to find a nice portrait for a human cleric - I already used the one that would fit for a Paladin... :)

Spoilers ahead!

Some points concerning the design: From what I have seen, it is promising, but quite unfinished. I liked, for example, the idea that shop owners hire the party for protecting ther shops, but after winning one combat, the option to ask for a job is still there, but nothing happens when it is chosen. There should at least be a message like: "The owner does not need your help any more." Something like that.

It is quite repetitive that every shop owner I met had the same kind of job to do and paid the same money... Transporting items would be a nice, logical mission, for example. Or you could do two rivalling shops and be asked to sabotage one of them...

By the way, when copying and pasting events, you should make sure to check every sub-event - the meat shop sells fish, for example... :)

Generally, the city appears to be quite empty. You might want to add some "atmosphere events" like people passing by, the party members discussing the archictecture and so on...

But, again, a promising project. I would play it again once you consider it to be completed.
Title: Re: Towers of Magic
Post by: manikus on October 21, 2015, 02:25:37 PM
The DC bugs are due to using a pre-release engine. We have changed some things, and with only the engine you are missing some essential files.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 21, 2015, 02:55:09 PM
Thanks for hint about fish. And thanks for having interest in this It really means so much to me especialy because You have more experience then I. And if something is not done that probably means that I don't know how to do it like that missions in shop for example, I have choosen it to happen only once but You can do it in any shop once at least. I plan in the future to make various missions like You suggested, and also work on town encounters.

And yeah I will work on it more :) it is a lot of fun at least but I will need to go trough those Tutorials first and really learn to do things good.

And I have uploaded fast fix already, so if You have downloaded it there is newer version already that fix combats in the woods and inn events. If You wan't to play it I suggest downloading and just copy pasting saved positions and characters. I have fixed fish mistake but that will be uploaded later. Also for example I was thinking to add mule item with vault where it would be possible to store gold but I am leaving things like that for later.

And well here is one screenshot of things that is new :)

Title: Re: Towers of Magic
Post by: Nol Drek on October 21, 2015, 09:59:27 PM
In English, the phrase "Beef Meat" is never said. There are different types of meat - such as lamb, pork, and beef - but we would just say "Beef". Also, we don't drink meat, we eat it. (Unless I don't understand the context in which your scenario has characters drinking liquid protein.)

I would change the menu at the bottom of your screenshot to read:
Lamb Fish Chicken Beef Pork DONE
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 21, 2015, 10:21:24 PM
Perhaps a bit more colorful and to emphasize
that you are not talking about the living animal:
Pork Roast
Beef Steak
Fried Chicken
Lamb Chop
Fish Fillet
Title: Re: Towers of Magic
Post by: Dinonykos on October 22, 2015, 01:14:46 AM
...
Pork Roast
Beef Steak
Fried Chicken
...
Yes Paul, that works. Generally, Milos, you should really consider one of the native speakers to check your game before presenting it as "finished".

Concerning the "only once" aspect of events: There are also the options to make an event happen when another, directly preceding event (in the event tree) did or did not happen. So, a simple solution without dealing with quests is to let the first event happen once only, use the "if event does not happen" function and add a simple text event stating that the shop owner has no other job for you.

However, using quests would be quite useful and is also not that complicated.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 22, 2015, 02:55:56 AM
Thank You I will have to try that and then I will say how it went.

If I could work with someone on my English spelling check it would be much better, but I am not sure that anyone is willing to work with me on my projects and designs. If anyone would be willing I also can offer to play  test other modules or do similar things.

About meat I will change it as Paul suggested, thanks.

And for drinking the meat :) well that is because i used Tavern event and program assumes that only drinks are served and that they need to be drink. I think that might be only changed in DC engine where instead of drink should be get or something like that, and instead of drinks in tavern to be stated that other things can be obtained too like meat or even games of chance, music or any other things. So that designer can make few Tavern events one for example drinks, one for food, one for music, one for games of chance ect

I probably should just make a list of my ideas and then later present them for considering, actualy I started to do it already. Right now I am fixing one shield that is left checked to not identified and I need to check it identified to all encounters in the woods (now thinking of it I think maybe default option for magic items identification should be identified instead of not identified :), it is more easy for playing :)).

After I do that I plan to try that condition event Dynonikos suggested and try learning those tutorials. Trouble is I need to try it few more times to be able to actualy learn them and be able to use them right. Also I planned to add guide event (for 1sp to guide (teleport) to any important location in town) that should be placed on many locations in town, just for easier moving.

Now to work :) and here is a video that was inspiration for that meat event (at the end 2:44 min) https://www.youtube.com/watch?v=j7R-nMB1ykk
Title: Re: Towers of Magic
Post by: Dinonykos on October 22, 2015, 05:31:55 AM
And for drinking the meat :) well that is because i used Tavern event and program assumes that only drinks are served and that they need to be drink. I think that might be only changed in DC engine where instead of drink should be get or something like that, and instead of drinks in tavern to be stated that other things can be obtained too like meat or even games of chance, music or any other things. So that designer can make few Tavern events one for example drinks, one for food, one for music, one for games of chance ect

You can "emulate" a tavern event relatively easily by chaining other events. Use a button event for the main options like "fight", "drink", "tales" etc. "Tales" can e.g. be done with the random event. The "drink" thing is mainly implemented to trigger the "drunk chain", but that can also be done by variables or quest. For example, you could as well set up an event that adds 1 to the variable/quest "meat eaten" each time you eat meat, and you could use a quest stage event or a logic block to check if "meat eaten" has reached a certain value.

Vice versa, you can also use the tavern event for other things.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 22, 2015, 10:23:05 AM
Yes I agree it can be done other way but Tavern event could be used for other things then drinking and fight chains. My idea would be to have nice dinner, having a chat, listen to some bards song then it should activate event, like telling some important tale, NPC joining or any other beside fight. Also there could be positive points (good for good events) and negative (for bad), this means fight would be if party get lots of negatvie points :)) This is all probably ideas for developing this event a bit more so I should post it in Suggestions to developing but I will tell my thoughts just to not forget them :)

For example:

1st pic instead of Drink there could be word like Get or Take (something that could be universal be it drinks, food, music of bards, any other forms of small games ect), or maybe Tavern event could have default subevents for drinks, food, music, small games ect

2nd pic, my text is posted that is What is Your pleasure?

3rd pic is defult answer of DC on this even I think it should be changet to something like You get or recieve or any other better world that could have universal use.

Finaly 4th pic editor look of event. I think Instead of AllowFight Chain better would be Allow Chain and instead of Allow Drinks to be something universal like Allow Offers and instead of Drink number could be Offer Number and Instead of Drunk Chain trigger to be Special event trigger. And Finaly I would like to have 2 of those Special events and first would be Good special event if for example party gather 4 points and Bad special event that should be activated if party gather for example -4 points from the Inn Offers :)

Now that is all I was thinking about. I just wanted to make Inn easy and to add some NPC, stories and other similar happening that could make it more intersting.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 22, 2015, 11:15:52 AM
IT would be child's play to provide a config.txt
alternative to the:

"Fight  Drink  Listen  Exit"

perhaps:

"Sleep  Order  Gamble  Leave"

text that is displayed in the menu.  This would
apply to all tavern events.  If you wanted to change
it for individual Tavern Events then it would be a bit
more complicated for you.  Perhaps you could 
define a global ASL to specify the menu text.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 22, 2015, 11:42:19 AM
Thank You. I think this first will be enough for now if I can make it, I have to try first. Just for info what is ASL?
Title: Re: Towers of Magic
Post by: Dinonykos on October 22, 2015, 01:02:20 PM
IT would be child's play to provide a config.txt
alternative to the:

"Fight  Drink  Listen  Exit"

I did not completely understand this: As I understood, this is "hard-coded". Do you mean it is easy to change this to "soft-coded" (I mean make it customizable in the config.txt file)? I darkly remember that we discussed something similar concerning the password event (changing the "enter password" text to something different like "type code number"). It would really be great if such things could be influenced. :)
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 22, 2015, 01:19:55 PM
Quote
Do you mean it is easy to change this to "soft-coded"

Yes.  That is exactly what I mean.  But someone might
complain that is was 'un-FRUA-like'.

Putting it in config.txt or in an ASL would be equally
easy for me.  Putting it in an ASL so that each Tavern
Event could be different would be harder for the
designer who fears such things.  However, a 'static'
or 'permanent' ASL could be established in the DC Editor
(See Global Design Data/Global Attributes) rather
than relying on a text editor for 'config.txt'.

If I were doing this for myself.......I would do it
via an ASL.

Who would document this?  That is the hardest part and
the part I would not want to do.  The event editor could
easily contain a note that the menu items are configurable
(If you can figure out how).
Title: Re: Towers of Magic
Post by: manikus on October 22, 2015, 01:37:10 PM
IT would be child's play to provide a config.txt
alternative to the:

"Fight  Drink  Listen  Exit"

perhaps:

"Sleep  Order  Gamble  Leave"

text that is displayed in the menu.  This would
apply to all tavern events.  If you wanted to change
it for individual Tavern Events then it would be a bit
more complicated for you.  Perhaps you could 
define a global ASL to specify the menu text.

I would greatly prefer that this not be done in th econfig.txt. OR that all event related SAs be done in the config.txt. Having some in one and some in the other does not seem like a good idea..
Title: Re: Towers of Magic
Post by: steve_mcdee on October 22, 2015, 03:48:59 PM
Change the "drunk" chain to the "meat sweats" chain ...
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 22, 2015, 05:14:41 PM
Quote
prefer that this not be done in the config.txt.

Pondering this for a couple of hours.

I think that we should add a Special Abilities list to
each instance of an event.  Along with the Trigger
Condition and such.  Adding such a list is more work
up front but it would make custom modifications to
events very straight-forward, easily documented, and
easily edited in the DC editor.

There could be a standard Special Ability
named "Menu Choices" with a standard, similarly named
script, that would apply the Special Ability's parameter
as the menu text.  One could override this, of course.
Title: Re: Towers of Magic
Post by: manikus on October 22, 2015, 05:47:23 PM
Quote
prefer that this not be done in the config.txt.

Pondering this for a couple of hours.

I think that we should add a Special Abilities list to
each instance of an event.  Along with the Trigger
Condition and such.  Adding such a list is more work
up front but it would make custom modifications to
events very straight-forward, easily documented, and
easily edited in the DC editor.

There could be a standard Special Ability
named "Menu Choices" with a standard, similarly named
script, that would apply the Special Ability's parameter
as the menu text.  One could override this, of course.

That sounds good to me. When you do this, I will write a couple of example scripts for people to use (either directly or as a basis for doing their own).
Title: Re: Towers of Magic
Post by: Milos Gulan on October 23, 2015, 02:01:52 PM
Thank You very much for this :). Just to explain how I imagined it in Lazy Lion Inn. There should probably be more then one Tavern events there:

First drinks (about getting drunk I am very much against alcohol and getting drunk and not like anything that promotes it :) (

Then one tavern event for food (this could be made really interesting like drinks also, there are some random Tavern manu generators :) like this very good one that has few options like rumors and NPC, and floorplan beside menu http://www.inkwellideas.com/roleplaying_tools/random_inn/menu.shtml also well prices are good for tavern event somehow it seems drinks are always free in the taverns :)

Then to the next Tavern event I was thinking about, bard songs and dance, there could be many like ballads, patriotic songs, epic songs, various dances ect.

And finaly tavern games, that would be cards (now remembering deck of many things we used to play after adventures, not a good idea :)), dice games, then arm wrestling contests, animal fights with betting and so on

Now for that drunk chain I was thinking to chain random event to it and add lots of possible events in the inn like having some items stolen, meeting new people that could lead to adventure or trouble and so on.

Could be made very interesting :) and on the other side of the town I planned open inn. That is like street where various low status people would gather. It will be called Beggar's Promenade and it will be near place where people are punished for their crimes (probably things like this https://en.wikipedia.org/wiki/Stocks) and near is Theatre (where rogue guild is) and traning grounds...

Anyway that are my thoughts. I was today a bit busy with sorting some books but I am hoping that I will continue to work on this, did only half of guide trough town teleports :)
Title: Re: Towers of Magic
Post by: SilentThief on October 24, 2015, 12:43:53 PM
I think that we should add a Special Abilities list to
each instance of an event.  Along with the Trigger
Condition and such.  Adding such a list is more work
up front but it would make custom modifications to
events very straight-forward, easily documented, and
easily edited in the DC editor.

There could be a standard Special Ability
named "Menu Choices" with a standard, similarly named
script, that would apply the Special Ability's parameter
as the menu text.  One could override this, of course.

Yes. This idea is an awesome one. The ability to alter the menu options in events would greatly expand the storytelling/gameplay options.

SilentThief
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 24, 2015, 01:11:00 PM
'Tis half done.  I discovered that many years ago I
made provision for each instance of an event to contain
not one, but two!, ASL's. I now remember doing it so
as to provide an easy way to customize events.

So I do not have to worry about changing save file
format, backward compatibility, export/import, etc, etc. 
Such a  clever fellow.

The mechanism will be exactly the same as the 'Hook'
mechanism for items, monsters, spells, and such.

The 'Hook' will return a (doubly) delimited string telling
what to change and what to change it to.   Example:
To change "DRINK" to "Order" and "ABC" to DEF"
you would return the following string:

"$/DRINK/Order/0$/ABC/DEF/0"

where the delimiters ($ and /) are arbitrary.
and where the numbers represent the index of the
letter within the text to be used as a keyboard shortcut.

The 'Hook' will be named "EventMenuText".  Someone
remind me to document this someday.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 25, 2015, 12:37:50 PM
Attach is a Towers of Magic 'data' folder that
demonstrates the custom menu test for the
TAVERN event.  Go north one step at the start
of the game.

You will need:

http://dianneandpaul.net/UAF/DungeonCraft_228.zip
http://dianneandpaul.net/UAF/DungeonCraftEditor_231.7z

The event has an "attribute" (Just like a Special Ability)
named MenuText.  The value (or parameter) of that attribute
is the definition of the new menu text.  The Special Ability
named "MenuText" has a script named "EventMenuText" which
is what the engine looks for.  That script (or Hook) returns the
attribute's parameter to the engine at the time the menu
is created.  Simple, eh?

Some other events should work, too.  Totally untested.
Anyone who needs such a thing, and finds that it does
not work, should complain before spending too much
time trying to make it work.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 25, 2015, 01:28:15 PM
Great, You are very fast :) I will try it as soon as I can. Atm I am still doing that guide trough town teleporter.

Now about my plans for this module (mostly for maraneinen but for others interested too) I am still not sure how to make it all, but as I was thinking before I think that I will go with my own things completely and try to make it fun for me and for others to be able to enjoy as much as possible. For now I was thinking of doing more smaller adventures and finishing eastern part of the town before expanding it to north and south.

On the other hand last 2 days I was looking at old D&D system (before Ad&d) and realized that it was still developed paralel with Ad&d and that Mystara is actualy D&D setting for most part (though about 1993 they started to convert it to Ad&d). I was thinking that most of this modules are generic D&D but they are not they are Mystara (Known world, name they used before they made Mystara more complete story with Hollow world). Now here is more about it http://www.waynesbooks.com/DDModulesBseries.html all those D&D modules (including blue links) are Mystara (except maybe Keep on the borderlands which is suggested that can be convreted to Ad&d and later placed in Greyhawk officialy).

And most interesting thing is that they have Blackmoor incorporated in Mystara. So that is what is for me most interesting and I already played some B series FRUA modules and even thinking to convert them to DC (Lost City and Castle Caldwell) but probably will try playing others as I think those are first D&D adventures. Now to make a difference I think first Ad&d adventure would be Keep on the borderlands that continue to other Ad&d modules (not sure which but probably is the story about giants and drow elves https://www.acaeum.com/ddindexes/modpages/g.html)

Now I probably will play those games on FRUA and will try to somehow play them on DC too :) and that is my plan for now and my interests beside making my own RPG which I hope will be able some day to use with DC as it is similar to Ad&d but also now a lot different but at least very logical (it should be open source, or something like that :) ).

Now lets see if I can finish those teleports and try Inn events. I need to finish some other things too so It might be tomorrow :)

Title: Re: Towers of Magic
Post by: Milos Gulan on October 25, 2015, 03:44:58 PM
Ok, I have tested it, It works great. Only one thing that is a bit complicated is that it still says You drink beef steak after ordering :) if this possible to change maybe into something like get or anything else that would be universal answer to ordering.

Edit: Ok I have seen in the first post that it is half done, good for now :)
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 28, 2015, 12:50:25 PM

Quote
it still says You drink beef steak after ordering

Attached is a data folder for your design that fixes this.
Go north one step at the start of the game and
order a Lamb Chop.

You will need the following for it to work:
http://dianneandpaul.net/UAF/DungeonCraft_230.zip
Title: Re: Towers of Magic
Post by: manikus on October 28, 2015, 02:15:57 PM
Attach is a Towers of Magic 'data' folder that
demonstrates the custom menu test for the
TAVERN event.  Go north one step at the start
of the game.

You will need:

http://dianneandpaul.net/UAF/DungeonCraft_228.zip
http://dianneandpaul.net/UAF/DungeonCraftEditor_231.7z

The event has an "attribute" (Just like a Special Ability)
named MenuText.  The value (or parameter) of that attribute
is the definition of the new menu text.  The Special Ability
named "MenuText" has a script named "EventMenuText" which
is what the engine looks for.  That script (or Hook) returns the
attribute's parameter to the engine at the time the menu
is created.  Simple, eh?

Some other events should work, too.  Totally untested.
Anyone who needs such a thing, and finds that it does
not work, should complain before spending too much
time trying to make it work.

Okay, so I downloaded everything in your post. Started design so I could figure out which TAVERN event you were talking about and wasn't near anything. Tried Playfile thinking that might a thing, which it is, a thing that doesn't work. Then, I thought I would just export every level and search for "tavern", which I did and none of them have any attributes ("attribute" does not appear in any of the six files exported). I looked at every event called TAVERN and no go.

Would you mind telling me what you named the attribute and what your parameter was? Do you have a list that you can share with me of the other events that this may work with?
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 28, 2015, 03:37:36 PM
Sorry about that , Manikus.  It seemed to me that I was
talking only to Milos.  I did not realize anyone else was
listening.

I posted the entire design, with engine and playfile at:
http://dianneandpaul.net/UAF/ToM215bv217.dsn.zip

It includes the resources because I do not know what
he might have changed.

The playback is strange.  To avoid an error you must wait
a few seconds for the splash screens to disappear before
typing Control-P.  I never saw this behaviour before.
Alternatively, add a character and go north one step
(to 2,46 I believe).

I promise to document these Hooks later today.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 28, 2015, 03:49:14 PM
 
Quote from: MAnikus
export every level and search for "tavern", which I did and none of them have any attributes

Here is the exported level 2.  The attributes are defined by
the keyword  "asl".  I suppose that ain't perfectly intuitive.
It stands for "Associated String List".

        {
            "general":{
               "eventType":"Tavern",
               "eventID":"1035",
               "xy":[2,46],
               "control":{
                  "facing":"Any/All Side(s)",
                  "asl":[
                     {"key":"MenuText","value":"$/DRINK/Order/0","flags":"5"},
                     {"key":"TavernEvent","value":"","flags":"5"}
                  ]
               },
               "text":"Welcome to the inn."
            },
            "particular":{
               "forceExit":"false",
               "inflation":"0",
               "barkeep":"0",
               "allowFights":"true",
               "allowDrinks":"true",
               "fightChain":"0",
               "drinkChain":"0",
               "drinkPointTrigger":"0",
               "taleOrder":"In Order",
               "eachTaleOnlyOnce":"false",
               "tales":[
                  {"index":"0","count":"0","text":"tall tale"},
                  {"index":"1","count":"0","text":"short tale"}
               ],
               "drinks":[
                  {"index":"0","points":"0","name":"Beef Steak"},
                  {"index":"1","points":"0","name":"Lamb Chop"}
               ]
            }
         }
      ],
Title: Re: Towers of Magic
Post by: manikus on October 28, 2015, 06:22:29 PM
This is  of interest to me, not only to document for the rest of the community, but might be nice to add some variety to my own designs with it.

As I didn't have the Resources when I tried this, that would explain the error with the playfile, as I was not at the same starting palce (since no title images were showing).

Thank you, Paul.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 28, 2015, 06:33:06 PM
The EventMenuText is documented.  Start at:

http://dianneandpaul.net/UAF/Help/SASpecialAbilitiesScripts.html

and the Hook is indexed in a separate section devoted to
Event Hooks.

I'll try to document the Tavern event hook later this evening
but it is pretty obvious.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 28, 2015, 06:54:15 PM
Quote from: Manikus
but might be nice to add some variety to my own designs

While washing dishes, I pondered.  Very dangerous.  I may have
to give up washing dishes.  I was thinking of a 'Designer Created
Event'; a DCE.  It would specify the menu items and the actions
to take for each.  But then I began to wonder the following:

Why was this change to the Tavern Event necessary?  Why could
you not do the same thing with a chain of events?  The first being
a multiple choice: Drink, Fight, Listen, Exit.  Each choice would
chain to, for example, another multiple choice: Lamb Chop or Steak.
etc.  In other words, don't we already have a mechanism for creating
arbitrary events?  If not, why not.  And if not, can it be fixed with
some rather minimal effort?   Start with the Tavern Event as an
example and tell me why we could not accomplish the same thing
without a hard-coded Tavern Event, using event chains.

Title: Re: Towers of Magic
Post by: manikus on October 28, 2015, 07:00:20 PM
The EventMenuText is documented.  Start at:

http://dianneandpaul.net/UAF/Help/SASpecialAbilitiesScripts.html

and the Hook is indexed in a separate section devoted to
Event Hooks.

I'll try to document the Tavern event hook later this evening
but it is pretty obvious.

Thanks, Paul.
Title: Re: Towers of Magic
Post by: manikus on October 28, 2015, 07:06:36 PM
Quote from: Manikus
but might be nice to add some variety to my own designs

While washing dishes, I pondered.  Very dangerous.  I may have
to give up washing dishes.  I was thinking of a 'Designer Created
Event'; a DCE.  It would specify the menu items and the actions
to take for each.  But then I began to wonder the following:

Why was this change to the Tavern Event necessary?  Why could
you not do the same thing with a chain of events?  The first being
a multiple choice: Drink, Fight, Listen, Exit.  Each choice would
chain to, for example, another multiple choice: Lamb Chop or Steak.
etc.  In other words, don't we already have a mechanism for creating
arbitrary events?  If not, why not.  And if not, can it be fixed with
some rather minimal effort?   Start with the Tavern Event as an
example and tell me why we could not accomplish the same thing
without a hard-coded Tavern Event, using event chains.

Why the TAVERN event?
1) we can't build loops in event chains, and the TAVERN allows you to drink as many drinks as you want (for example)
2) TAVERN TALES, while being possible with chains, require a huge amount of work to track to have them happen without repeating until have been gone through, also see loops above.
3) saves designers lots ot time (Small Town, Random Event, Temple all fit into this category).

On the other hand, if you give me functions to play images where I want on the screen and sounds when I want, I can get by with two events only - combat and everything else. :)
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 28, 2015, 07:51:07 PM
Quote from: Manikus
we can't build loops in event chains,

I can fix that.  Allow a chain to reference backward.
Currently we can have four billion events.  Reduce
that by a million and we would have room for
chaining 'backward' by 1 through a 1000000.

Quote
TAVERN TALES .. require a huge amount of work to ... happen without repeating
Not if we allow a "TextEvent" Hook.  (You might use the
parameter as the tale number).

tale = ($GET_PARAM() #+ 1) #% 3;
$SET_PARAM (tale );
// The following might be better done with a table.
$IF (tale == 0) {$RETURN "Martha is pregnant.";};
$IF (tale == 1) {$RETURN "Judy is easy.";};
$IF (tale == 2) {$RETURN "Susan is busy.");

Quote
saves designers lots ot time
I don't propose removing the current set of events.  I merely
propose that perhaps we do not need to go to a lot of
work providing methods of customizing events.  We can
often get by with what we have if we add a couple of features.
I don't mind offering a generic way of changing the menu
items for events.  But my change to allow different text for
the "Drink" option might have been something less useful,
assuming that looping were possible.

'Tis all a trade-off.
Title: Re: Towers of Magic
Post by: steve_mcdee on October 29, 2015, 12:02:51 AM
Why the TAVERN event?
1) we can't build loops in event chains, and the TAVERN allows you to drink as many drinks as you want (for example)
Can't the kind of looping provided by a TAVERN event be achieved using the "After Chain > Return to question" option in the Question Button event?
Title: Re: Towers of Magic
Post by: Milos Gulan on October 29, 2015, 09:38:49 AM
Ok, I have tried to implement it in my design and I can't make it work. I have tried Paul's version which (un)surprisingly work :D. Now I will need some help to get it into my design and Would like it to be explained if possible. What I did is tried to add to attributes that lines that I have copied in Paul's addition of tavern to my design, but nothing happens. I have uploaded latest design version, and link is on the first page, I have changed some things and added who pays event and heal event in front of the tavern event. I have started to work on 2nd tavern but will leave it for now hoping that I will resolve this and maybe add few more things to first tavern before I start to work on 2nd tavern.

One more thing that I think is important (at least for me) is to have offline version of that DC Help http://dianneandpaul.net/UAF/Help/SASpecialAbilitiesScripts.html I would like to have it compressed and be able to download if possible every now and then in one rar file. When I started to work on DC my first thing was to download it all though I am not sure if I actualy did it and now probably will not be able to update it as I don't know what new files are added. If there is a file like that already please tell me if not, I would like it to be able to download that complete documentation for my offline use if I need it and to be able to download it and update it periodicaly like I update my DC exe files or any other things DC related. If I could also have offline version of DC tutorials that would be really cool. I really think that DC needs to have offline documentation of tutorials and other examples as well as those complete help files, though I have to say that help comments in DC Editor are also very good thing and they really helps me a lot to figure out how to use parts of editor program.

Now about my design I will need it to update to higher resolutions and that I am working on now. For sure there will be 3 supported resolution but I will try to add more if I can. Why? because I don't wan't to not have my art for higher resolutions DC for example if I only work with DC 640*480. And if I work with only 640*480 I probably will not make any higher resolution art for other resolutions. This means there will be 3 (or maybe more, I hope 6 or 7 in best case) different resolution versions oh Towers of Magic module and it will be possible to play it on smaller or bigger screens.

For the game what I need beside that tavern event to be resolved is combat dungeon wall that looks like forest (to be able to fight in the forest like it is dungeon), and my next post will be in art section to see if maybe somebody did made it, if not I will have to do it.

Next thing will be to switch to higher resolutions. Atm I am working in redoing config.txt for 1024 square viewport resolution, but if i am not able to do it, I will just switch to 1024 and 800 DC supported screen resolutions.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 29, 2015, 11:57:55 AM
(un)surprisingly:

Quote from: Milso Gulan
I have tried to implement it in my design and I can't make it work

Let us talk first about 'Hooks' in general.
There are two things that are required:

1) Define a script that performs the work.
2) Tell the engine where to look for that script.

These things are accomplished with what we call a
'Special Ability' (or 'Attribute' in the case of events.)
Items, Monsters, Spells, etc have 'Special Abilities'
whereas an event has 'Attributes'.  But they work
exactly the same.  The names are different for
historical reasons and they are implemented slightly
differently but you can ignore these differences.

In order to change the text displayed as menu items
for the Tavern Event, the engine will look for a script
named "EventMenuText'.  That name is hard-coded
in the engine.  The engine will look for this script in
the definition of all the 'Attributes' assigned to the
Tavern event.

So to satisfy the requirement 1) above, we need to
define an 'Attribute' that contains a script named
"EventMenuText".  We do this with the
'Database/Edit Special Abilities'.  I chose the name
"MenuText" as the name of this 'Special Ability', but
that was arbitrary.  The script I defined used the
parameter of the 'Special Ability' to form the resulting
text:  $RETURN $SA_PARAM_GET();

OK.  So now we have an 'Attribute' ('Special Ability')
with the proper script.  We need to fulfill requirement 2).
We need to tell the engine to search the Attribute named
"MenuText".  We do that by attaching such an attribute
to the Event, in this case the Tavern event.  And, since the
script is going to use the Attribute's parameter as the
result, we give that attribute the desired text as its
parameter. :  $/Drink/Order/0

What happens when the engine is about to display the
event's menu?  It searches each 'Attribute' assigned to
the event.  It searches each 'Attribute' it finds for a
script named "EventMenuText".  It executes each
such script that it finds.

If this is not sufficient to help you get it working, then
we will debug your specific problem interactively.  I will
ask for information and supply directions to make things right.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 29, 2015, 12:46:41 PM
Thank You for Your answers, I learned a lot, but I still can't make it work. This is what I have done, made new Special Ability in Database>Edit Special Abilities, and also did in Tavern Event like it was in Your addition to design in Attributes. You can see it on the screen shots. I will need more help to make it work it seems.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 29, 2015, 01:23:02 PM
To start with, I quote from my post above:

Quote from: Paul
So to satisfy the requirement 1) above, we need to
define an 'Attribute' that contains a script named
"EventMenuText".

But you have named your script "MenuText".  That is not what
the engine needs.  I quote again:

Quote from: Paul
the engine will look for a script
named "EventMenuText'.  That name is hard-coded
in the engine.

Secondly, you assigned a Special Ability named
"MenuText" to your tavern event but it appears that
you never defined such a Special Ability.  Instead, you
appear to have defined a Special Ability named
"EventMenuText".

I think if you fix these two details that your event
will have a good chance of working.  You could have
copied what I sent you to make things really easy.
Title: Re: Towers of Magic
Post by: manikus on October 29, 2015, 02:10:35 PM
Quote from: Manikus
we can't build loops in event chains,

I can fix that.  Allow a chain to reference backward.
Currently we can have four billion events.  Reduce
that by a million and we would have room for
chaining 'backward' by 1 through a 1000000.
I would even be willilng to give up 2 million for this. Maybe 3.

Quote
TAVERN TALES .. require a huge amount of work to ... happen without repeating
Not if we allow a "TextEvent" Hook.  (You might use the
parameter as the tale number).

tale = ($GET_PARAM() #+ 1) #% 3;
$SET_PARAM (tale );
// The following might be better done with a table.
$IF (tale == 0) {$RETURN "Martha is pregnant.";};
$IF (tale == 1) {$RETURN "Judy is easy.";};
$IF (tale == 2) {$RETURN "Susan is busy.");
If this proposed Hook were usable by other events, such as SHOP and TEMPLE, likely some others, I would give up another millioin events. Actually this Hook could greatly lessen a designer's workload. For example, one SHOP could have a Hook to allow several different greeting texts dependant upon size of party, time of day/night, etc.

Quote
saves designers lots ot time
I don't propose removing the current set of events.  I merely
propose that perhaps we do not need to go to a lot of
work providing methods of customizing events.  We can
often get by with what we have if we add a couple of features.
I don't mind offering a generic way of changing the menu
items for events.  But my change to allow different text for
the "Drink" option might have been something less useful,
assuming that looping were possible.

'Tis all a trade-off.
I didn't think you were proposing removing anything. :) You asked me to come up with some reasons why TAVERN might be better than options, so I tried. Playing a bit of devil's advocate, because I would personally prefer Hooks. :)

Title: Re: Towers of Magic
Post by: Milos Gulan on October 29, 2015, 02:19:47 PM
I am still a bit new to coding so this premade events are a lot easier for me :)

Ok I made it work. Now it displays Order instead of Drink. Now only to change that You drink meat statement into something better. How to change that You drink into for example You get some food.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 29, 2015, 03:12:12 PM
Quote
If this proposed Hook were usable by other events, such as SHOP and TEMPLE,

Consider it done.  But not yet documented.
Title: Re: Towers of Magic
Post by: manikus on October 29, 2015, 03:51:18 PM
Quote
If this proposed Hook were usable by other events, such as SHOP and TEMPLE,

Consider it done.  But not yet documented.

This is very exciting. I look forward to trying this out.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 29, 2015, 03:57:45 PM
And how do I change this into something better?
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 29, 2015, 05:15:39 PM
Did you look at the design I sent you?
Did you see the additional 'Attribute' that I assigned
to your Tavern Event?  Did you examine the definition
of that 'Attribute'?  Is there something you don't
understand about it?  I'd be happy to explain if you
can tell me what puzzles you.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 29, 2015, 06:37:36 PM
Manikus:  I implemented the ability to replace
the standard text of an event with a Hook call.
Attached is a new Data folder for TowersOfMagic
that you recently downloaded and tested.  It
demonstrates a SHOP even, but most events with
an introductory text should work.  If this seems
useful, we can expand it to additional texts (some
events have more than one).

The implementation took about 20 minutes
You need engine version 2.31 (available in five minutes).

Take one step east from starting position.
Title: Re: Towers of Magic
Post by: manikus on October 29, 2015, 06:47:03 PM
Great. I was just fooling around with the Tavern event and it's attributes It seems really straight forward to use.

I will grab the new engine and play with this some more tonight and let you tomorrow ow it is working ofr me.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 29, 2015, 06:57:16 PM
Quote from: Manikus
It seems really straight forward to use.

For a hook maestro like yourself....no doubt.

How many Hook scripts have you written?  Do you
remember the first?  Was it as easy then?
I designed and implemented the damned things
and I still get confused.

Are we off-topic here?  Are the forum police nearby?
Title: Re: Towers of Magic
Post by: manikus on October 29, 2015, 07:28:05 PM
I've only written a couple of thousand Hook scripts. :) Not counting rwriting of course, which easily triples the number if not more. I don't remember what the first script was that I wrote, but I do remember the Hook - CharDisplayStatus.

It was certainly not as easy when I started, but by the time we hit 1.0 I was pretty fluent in the language.

And as afar as getting off-topic, we're just helping out ol ' Milos and illustrating how fun DC can be if you put in a little work to learn what you're doing. ;)
Title: Re: Towers of Magic
Post by: Milos Gulan on October 30, 2015, 06:34:38 AM
Great thank You so much. I have made it. Well also I have been lisfting some stones and my back hurts today and I will need to rest, so probably will not be able to work for some time, but I plan to redisgn forest encounters and improve Inns and other buildings in town.

For forum police, I hope they will look on the other side for now, but I think maybe we should have Development in progress thread on the forum where are important things being developed and ides posted concerning that. For example this posts about inn development could go there, instead of being here :) because then everyone could see them and know what they are about, and I assume most people are interested in new things being developed. I mean when things come to development then it just should be switched to that thread and given link to continue about that in that thread. And thanks again for looking this for me it really made things a lot better for my design.

Now one more thing concerning that Help documentation on Pauls site. I saw that there are Rared files there but that they need to be updated. I really would like to have latest version. Can it please be done, I really wan't to have them in one place and in order if possible.
Title: Re: Towers of Magic
Post by: SilentThief on October 31, 2015, 02:04:56 AM
Think that I was late to the party on this topic, but here goes:

1) we can't build loops in event chains..

Technically speaking, this is not true.

There is a trick to make loops if you can teleport back to the exact same spot an facing that you had at the beginning of the event chain, thus starting the chain again. The details are here:

http://frua.rosedragon.org/pc/uanews/nlhtm14/loop.htm
http://frua.rosedragon.org/pc/uanews/nlhtm14/morequest.htm

its an FRUA trick. They used teleporters to teleport to the exact same location/facing to create a loop of events

ST
Title: Re: Towers of Magic
Post by: manikus on October 31, 2015, 02:11:13 PM
Think that I was late to the party on this topic, but here goes:

1) we can't build loops in event chains..

Technically speaking, this is not true.

There is a trick to make loops if you can teleport back to the exact same spot an facing that you had at the beginning of the event chain, thus starting the chain again. The details are here:

http://frua.rosedragon.org/pc/uanews/nlhtm14/loop.htm
http://frua.rosedragon.org/pc/uanews/nlhtm14/morequest.htm

its an FRUA trick. They used teleporters to teleport to the exact same location/facing to create a loop of events

ST

Show me a design or mini--mod in DC that I didn't create and I will concede the point. ;)

And I'm not sure that this is the best way to do it - Paul and I want to do it the best way. :) We should have better control over looping, and no "jumping" around graphically speaking.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 31, 2015, 04:19:59 PM
Quote
Paul and I want to do it the best way

Hmmm...I don't think I said that.
If it is valuable I want to do it in a reasonable way.
I do not want to rewrite the entire chaining algorithm
or mess with the save-file format.

Two ways have come to mind:
1) Negative chain ID.  Causes control to go
backwards.  (To previously encountered event
in the same chain of events).
2) Plant marker - return to marker.  I'm not sure
how this might be implemented without changing
more than I want to change.

Right now I think that 1) is the better way.
The main disadvantage I see is that inserting
or deleting an event messes up the loop.

Neither of these allows you to cross between
branches of a chain.  How big is that?  Crossing
between branches opens a huge can of worms.

Well, think about it and lets us know what you
need and suggest.
Title: Re: Towers of Magic
Post by: manikus on October 31, 2015, 04:53:57 PM
Saying we wanted to do it the best way was more of a mission statement than a quote. ;) And I don't mean the best of all possible ways (else DC would be very different), but the best way for this project.

I understand  the two possibilities, but don't understand why the second one is harder to implement, but do believe you that it is. I think that 2 is the better option, but wonder why we couldn't have a 1.5?
1.5) uses negative numbers to go up the chain, BUT to the designer it looks as if we are marking a particular event to go back to.
I reall don't know how 1) will look to designers, but I imagine that there will be an option to go up X amount of levels in the chain. I am imagining that the designer should be able to highight an event in the chain and push a button that designates it as the marker - but it is just creating something like an ASL that contains the ID number. For events that we want to be able to loop back up, we would push a different button and the editor would look at the ASL and do the math to put the negative id number in.

Am I making sense? Or, am I not understanding your two options at all?
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 31, 2015, 05:23:18 PM
Perfect sense.

I forgot the ASL.  That can save me from having
to fiddle with the save file format.  That opens
many doors. 
Title: Re: Towers of Magic
Post by: Paul R. Stevens on October 31, 2015, 07:09:31 PM
I give up.  I will implement a new event.  Yuk.
But I have done it before.

The FLOW CONTROL event.

It can (within a single level)
1-Mark a spot in the chain with an arbitrary string.
2-Transfer control to an arbitrary 'marked' spot in any chain. depending
3-Subroutine CALL an arbitrary marked spot in any chain. depending
4-Subroutine RETURN. depending
5-Set an arbitrary Global variable to any string value
6-Increment or decrement an arbitrary Global Variable

The 'depending' can depend on the arbitrary global variable
equal/notequal any numeric value or string.

So you can call subroutines in other parts of the level.
You can skip forward or backward.
You can cross between branches of a chain.
You can jump to other chains in other parts of the map.
You can solve partial differential equations using event chains.

But this is a bit off-topic of Towers of Magic.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 02, 2015, 01:31:25 PM
Ok I have uploaded new version, there are few things improved, but I have slight problems with DC :) because I can't switch to Higher resolution it seems. Yes I know it is not essential and that I can play in 640 mode but, I think this should be fixed. Resources for 800 and 1024 are outdated and they can't be used when switching to higher resolutions. Now I also think that there should be one package with resources that are not changable and one with those that are. Those that are changable (portrait, walls, backdrops and sprites) should be the same because when switching to higher resolution designer should have same resources to use with same name (same walls, doors, backdrops ect). Pictures could be resized to higher resoulution or just framed. But point is that this is really needed. Additional packs for only one resolution could be made but I think essential is to have one basic pack that could be used for all resolutions.

Hm now here is what I have done, or half done (inns):
- Random Monsters in woods, added magic items Identified value.
- Added guide event to lead to various places in town.
- Inns improved.

Now I need to use that open locked door event I have learned from Paul and improve things in town and in tower in woods. Also other part of the town is half done and I need to improve it all. Need also to add lots of NPCs in the 2 inns and add tavern tales, then I can think about doing additional quests. Was a bit dissapointed last 2 days that I can't play 1024 resolution so it went a bit slow but I have started to work on 3d pictures and I am hoping to do some art too. We will see how it will go, I am hoping to be able to use that door event, somehow I feel that it is a bit complicated :) but have to practice it and I think it will be ok.
Title: Re: Towers of Magic
Post by: manikus on November 02, 2015, 04:12:06 PM
I give up.  I will implement a new event.  Yuk.
But I have done it before.

The FLOW CONTROL event.

It can (within a single level)
1-Mark a spot in the chain with an arbitrary string.
2-Transfer control to an arbitrary 'marked' spot in any chain. depending
3-Subroutine CALL an arbitrary marked spot in any chain. depending
4-Subroutine RETURN. depending
5-Set an arbitrary Global variable to any string value
6-Increment or decrement an arbitrary Global Variable

The 'depending' can depend on the arbitrary global variable
equal/notequal any numeric value or string.

So you can call subroutines in other parts of the level.
You can skip forward or backward.
You can cross between branches of a chain.
You can jump to other chains in other parts of the map.
You can solve partial differential equations using event chains.

But this is a bit off-topic of Towers of Magic.

This sounds awesome. There will be so much more we can do with implementing conversations and encounters. This is very exciting.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on November 03, 2015, 10:35:31 PM
Use DungeonCraft version 2.33 and DungeonCraftEditor version 2.33.

I have attached a data folder for the Towers of Magic design.

Start the game, add a character, and take one step south.

Use the editor to examine the events at 2,48.
Title: Re: Towers of Magic
Post by: SilentThief on November 04, 2015, 02:21:04 PM
You can solve partial differential equations using event chains.

I cannot help it, had to say that this had my laughing quite a bit. Whether its true or not, that is funny

ST
Title: Re: Towers of Magic
Post by: manikus on November 04, 2015, 05:38:21 PM
Thanks, paul. I will look at this tonight.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 07, 2015, 07:17:53 AM
Ok it seems I will need a bit more help. I went trough Manikus advanced tutorials and got them mostly, but realized that there are even more functions to learn here http://dianneandpaul.net/UAF/Help/SASpecialAbilitiesScripts.html. But I will need a bit of help to truly learn them and understand how to use them.

For example I tried to make an event where PCs need to buy a Adenturing Guild Membership. After the Who pays event I tried to use logic block to remove blocked doors. But I don't know how to do it. I know only how to set blockage but not sure how to remove it and if that is possible? Probably it is just that I don't know how to do it. Here is a pic of it, place of the event is where Script Editor window starts (a bit to the left). I might have a few more questions later, I just need help until I don't learn things :) it seems. I hope I will be able to reorginize my design a bit with few new improvements.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on November 07, 2015, 10:42:55 AM
You set the 'Blockage' to 9.  That means the
door is 'Locked Key 2'.  Is that what you intended?
If you set the blockage to zero it will certainly
open the wall.

I will change the documentation....it is very confusing
right now.

Moreover, I cannot see where in the Logic Block
you caused your script to be executed.  It may
be that you did this correctly, but I cannot see.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 07, 2015, 01:52:59 PM
It is working it seems :) wow thank You. Well I will continue to work on this tomorrow :D

For documentation it is relatively well documented only that now I need to familiarize myself with it. I mean to try things out. Probably will need more help with things that I am not able to solve on my own. Was trying to do this for 3 days now finaly feel that I have accomplished something.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 08, 2015, 07:08:16 AM
Ok I made it work, thanks again. Now there is much difference between not being able and being able to make things work :) yay. Will have to reconfigure other guilds events like this one. Will be back to work :D
Title: Re: Towers of Magic
Post by: Milos Gulan on November 12, 2015, 03:51:31 PM
I have finished updating guild entrances, I am hoping to fix encounters in forest soon then I will upload latest version. After that my plan is to shape up town a bit more, add art and I will need to make a wall set for my designs. I plan to do all resolution versions I can play and probably will need to do same for backdrops and character art. Also I might add some more adventures if things go good and maybe I will start working on my DC site as I need to make a nice place to put all my DC creations and probably will try to have something like DC/FRUA archive of things that I am collecting for some time that I can use.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 14, 2015, 07:00:31 AM
I have uploaded latest version, it is still largely unfinished especialy eastern Town area but I am hoping to work on it more and improve things. Here are list of changes that I have made:

2015-11-14
- Entrances into guild events improved
- Random Monsters encounters in woods improved
- Inn slightly improved
- Add guide event to lead them to various places
- Learn this http://manikus.reonis.com/Help/DesignTutorials.html
- Implement lock door event
Title: Re: Towers of Magic
Post by: Milos Gulan on November 25, 2015, 05:23:52 PM
Here is the latest version, new thing is that I have updated it to 1024 resolution http://www.reonis.com/gulan/TOM/DC_ToM_r1024.rar

But, there is one big problem now... It seems combat doesn't work like before, now it is just skipped and only text before and after is shown. I hope someone can help me with this, I have updated DC with latest versions of exe files. It might be something with combat border graphic files as I used them from 640 versions and not really sure if there is version for 1024 resolution. I think that might be the problem, except that I am not sure what can be except that new versions have something or that I did something that caused this but I doubt as I was mainly working on walls and backdrops for 1024 version. I am hoping this is possible to fix as I plan to resize walls and backdrops to other supported resolutions. To test combat just load game G and exit tower into the woods and walk around there are lots of random encounters, or just take a caravan to the woods.

Here are screenshots. I like how it looks like but I probably will improve everything as I play. Also I have created one underground level, but it needs to be populated.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 27, 2015, 06:28:12 AM
I have fixed the problem of missing combat background but now there is another problem with combat borders that I will probably not being able to fix, here is how it looks like, I have uploaded new fixed version and combat in forest can be quickly seen by loading of game G http://ua.reonis.com/index.php?topic=3232.msg45611#msg45611

As I have said, now I will try to make all 3 resolution games work and post them on new site that I need to make together with backdrops and walls I have made for it.
Title: Re: Towers of Magic
Post by: Milos Gulan on December 05, 2015, 01:03:52 PM
I have uploaded all 6 versions of my for now mostly unfinished game (but playable :D), here is the link http://ua.reonis.com/index.php?topic=2881.0

What I have done is finaly made all 6 versions with new walls and backdrops (need to resize portraits but that can be done later). I think this is a great thing that I have been able to make it :D

But there are problems first 800*600 resolutions doesn't work, I remember before I think there was same or similar problem. Walls doesn't show (800 square they doesn't look good like they are missplaced) and 800*600 for now is not playable. I have no idea what is the problem.

640*480 and 640*480 both work very good. Only problem with 640*480 square is that it shows pink line to the right which is easy to fix but I didn't expected that I will be able to use it so I didn't thought much about it. 640*480 Square uses older config.txt that needs to be updated to new version of DC but I doubt I will be able to do that without help. New thing is Combat borders that I resized to 1*1 so that they are almost not visible.

1024*768 and 1024*768 Square both works good. With square version same problems appear as in 640*480 with additionial that combat screen is smaller. I remember in my previos game Worlds of Wonder that I could play combat on almost full screen but in this version only possible is to play in upper left corner. This might be because of some new changes in DC.

That is all. 1024*768 versions are really big and I enjoy to play them, but 640*480 also look very nice with new walls and backdrops. There is some problem (bug) with DC editor after game resolution change when I try to save at the end it seems it deletes config.txt and says that editor is missing config.txt.

Also I need to make rars of my wall and backdrops sets and upload. I guess I will have to make site for all that where I will be posting links for DC games and DC sets I have made for others to download. I guess I will need some time for that :/ but happy that I got this up finaly, wasn't easy to start it but will be easier from now on I hope :angel8:
Title: Re: Towers of Magic
Post by: Milos Gulan on December 09, 2015, 02:54:07 PM
Now this will start to be interesting. Here is my new site. Doesn't look too good for now but here it is, I will have to work a bit more to make it better :D but yay http://www.reonis.com/gulan/index.html

Title: Re: Towers of Magic
Post by: Uatu on December 11, 2015, 12:39:57 AM
Congrats, now you have your own site!  :D
Title: Re: Towers of Magic
Post by: Milos Gulan on December 11, 2015, 01:23:54 AM
Thanks :D It is really a nice thing to be able to work without troubles :D Lets see if I am able to make good things there. Btw I half updated my collection of Your new icons from Your site, they are wonderful. I will need to download rest soon.
Title: Re: Towers of Magic
Post by: Uatu on December 11, 2015, 04:22:30 AM
Ha ha...  "new" is relative; I'll have to update something there soon!  But glad you like them!
Title: Re: Towers of Magic
Post by: Milos Gulan on December 11, 2015, 05:21:41 AM
I do agree :) I will have to download those missing icons now. For the site, I have uploaded Artsets for every resolution and improved things a bit. I think it is a good start  http://www.reonis.com/gulan/dungeon-craft-artsets.html Now I will need to resize art and add to it.

Btw I just found this :) I wish I could do things like that and need to check the artist http://img05.deviantart.net/a70b/i/2015/016/6/e/ambush_in_greyhawk_city_by_jmb200960-d8e651y.png
and I also realized that I can use my voice in DC, this was inspiration, my old fav TV show Midnight Caller and Jack Killian AKA NightHawk :) https://www.youtube.com/watch?v=cTXB1EqAqYw I am not sure yet what to do but probably could talk about what is happening in the game lol not sure if it is a good idea with my half barbarian accented English :)
Title: Re: Towers of Magic
Post by: Milos Gulan on December 21, 2015, 11:56:07 AM
Now first good news. I have found wonderful 3d castle model and it just fits perfectly to this mod I am working on here are pics that needs to get into game... Bad news is that I am having problem with older bug that is now being more serious as I can't save mod without editor crashing after game files are corrupted or deleted. Now I will need to write about it in Testing area part of the forum.

Title: Re: Towers of Magic
Post by: Milos Gulan on December 21, 2015, 03:00:44 PM
I made it work after 20+ fails and copy/pasting of my backup mod. Now here is thread about problem http://ua.reonis.com/index.php?topic=3252.0 and pictures of design in 1024 resolution. WIll need some more time to make thing look better.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 01, 2016, 12:02:22 PM
I have added 4 NPCs to module and resized 6 NPC portraits for all resolutions. Resizing is going slow, took me almost 2 days. I really wished there is a program that could do it automaticaly like that wallgen. What I need is to resize one smaller or big image to 6 available viewport sizes preferably with one click so I could resize my backdrops, portraits and similar art faster. Here is how it looks like resized from 640 to 1024 resolution.
Title: Re: Towers of Magic
Post by: Dinonykos on January 01, 2016, 01:39:52 PM
I am not sure if I understand what you mean by "resize" - the screenshots above look as if you just added empty space to one of Uatu's 176x211px sprites.

As "resizing", I would understand what "The ?" did here:
http://ua.reonis.com/index.php?topic=1690.0
Title: Re: Towers of Magic
Post by: Milos Gulan on January 02, 2016, 04:31:32 AM
You are right I did that because I prefer it to be in original look. But I also resized them, they have that black frame behind but it looks good enough too I think. :) Uatu have great portraits, wish all of them have icons :) when they need to fight.

I am not sure that this is a best method to resize those icons but for now it works, only problem as I said is that I would like it to go faster, wish I could do all 6 viewports sizes with one click. Yeah and that would include just simple resizing and resizing like this when You like more to keep original size and just add frame around. I need it for backdrops and portraits but possibly for large pictures too.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 03, 2016, 06:17:39 PM
Here is the inn Lazy Lion, probably could work on it a bit more, add some grass, road and trees but that is for now. Was thinking today about characters, it would be good to have for all of them portraits, sprites and icons :). I will need to resize 4 more NPCs and to think about the other Inn, that one is hm well on the open road. Hope I will be able to work on it soon.
Title: Re: Towers of Magic
Post by: Uatu on January 04, 2016, 07:42:48 PM
That portrait at least has a combat icon ;)  Most of my portraits do have accompanying icons, I'll have to work on adding more for the rest!

As for resizing portraits - although not perfect, a nice tool exists out there called RotSprite, which does a spiffy job of resizing (and rotating if needed) these kinds of pictures to whatever size you need.  Give it a try!
Title: Re: Towers of Magic
Post by: ProphetSword on January 05, 2016, 07:29:18 AM
You can also grab a free program like Irfanview (great as a picture viewer, but also has a lot of built in tools and the ability to save in PCX format for FRUA users), and resize it easily.  It does a great job of resizing, keeping the look of the original.  Here is the result...took about 10 seconds of my time:

Title: Re: Towers of Magic
Post by: Milos Gulan on January 05, 2016, 08:01:38 AM
Yes I know I can resize it :) btw I have send You a PM ProphetSword please check it.

I am actualy glad that Uatu posted and well here is my latest version of design http://www.reonis.com/gulan/TOM/DC_ToM_r1024.rar

Concering portraits yes it can be resized however it look for me even better in original size. Now yes it would be even better if we could have also sprites for all portraits and icons. One more thing that is very important is background, I actualy had problems with it because black background is best or any other one color (though transparent is ideal but if it is only one color it can be made transparent easy). However if there is not one color background there need to be invested more time to remove it and add Your own background.

Just for illustration here are 3 portraits, black background seems to work best because it is easy to change and make it transparent and also add new background in game anytime, green background is not good it is harder to remove because there are more green variants, also is with grey (I made a mistake should put black border instead of grey).

But still Uatus portraits are really great, they can match any Ad&d official material and sometimes they are even better :) keep up the good work. Just my wish is that You think for every portrait that it could be made sprite and icon too :) and background to be at start one color but You can have more backgrounds too :) Sorry for me being a bit critical but those are my thoughts, i myself have trouble making portraits and sprites and fiting all of it together.

For resizing of portraits I am not sure, it can be done but then it needs a bit more work to make it looks good. Else just keeping the original size and adding black border works good for me now.

Btw in new updated version You can load game A and just see how portraits look good in the party by clicking character and the view option.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 05, 2016, 08:03:20 AM
Well a mistake that first picture should be this one, it looks really nice in game :)
Title: Re: Towers of Magic
Post by: Milos Gulan on January 05, 2016, 10:02:49 AM
It seems I will need to resize them all again :) I will use this border frames to resize them from now on. I hope it will be better.
Title: Re: Towers of Magic
Post by: ProphetSword on January 05, 2016, 07:22:22 PM
You know, you can also apply some filters to improve how they look when resized.  Here is the same picture with the median filter to smooth it out a bit...

Again, only took maybe 10 seconds to do.

Because, to be honest, I'm not sure what the point of doing a game in a higher resolution is if you're going to keep the images at the same size.  Kind of defeats the purpose.
Title: Re: Towers of Magic
Post by: Uatu on January 06, 2016, 09:36:31 AM
As a quick comparison, here is the result of running the same picture through RotSprite (to 2x size, no rotation).  It's not perfect, but it's my favorite quickie here, due to its lack of "artifacts" and dithering-type effects.

Thanks for the kudos!  Glad if people like my stuff.  I'll try to make more sprites, too... eventually!
Title: Re: Towers of Magic
Post by: Dinonykos on January 06, 2016, 10:13:39 AM
I agree that the RotSprite version is the best result (though ProphetSword's results look acceptable, too, particularly the second). 

Milos, why you aim at doing 6 different versions still remains a secret to me... I can to some degree see a point behind doing two different resolutions with the same width/height relation in the 3d view window, but as written earlier, supporting also the square viewport is a lot of effort if you want to do it well, since you would have to redo walls and backgrounds, and not convincing if you just use stretched walls and backgrounds...

For the high resolution, I agree with ProphetSword and Uatu that you should resize the images instead of adding transparent/black borders. Otherwise, your design will be full of unused space. While high resolution is great, I would always prefer a low-resolution design with well used space and consistent looks over a high-resolution design which has 50 to 80% black background. Altering a sentence of Akira Toriyama: It is better to use low resolution big than high resolution small!  :read2:

Title: Re: Towers of Magic
Post by: Milos Gulan on January 06, 2016, 02:01:09 PM
Ok I will try, thanks for info. Well for now I think this is good enough, here is new version http://www.reonis.com/gulan/TOM/DC_ToM_r1024.rar

For art yeah I think You guys are great, especialy Uatu, for me good as Larry Elmore. Now one thing Big Pics link on this page doesn't work http://dhost.info/uatu/dungeoncraft/index.html Also I need to learn how to do things like You do and help You with sprites and other things :) did myself one icon for Your portrait of red wizard. But was curious about palettes You use, I have seen from FRUA there are some reference palettes and was thinking that I saw something like that on Your site.

Ok here is what I have done, I think this looks good. Well portraits should be resized You are right but as I said I wish it to be a bit worked on after resize too. I think those resized pictures are still a bit blury but they are also good enough, maybe with a bit more work could actualy look great.

Here it goes I wish I could make sprites like those Mankius assassin pic and size of it hm well for all 6 resolutions, the truth is I wan't to make it work like swiss clock :) I prefer to play in highest possible resolution but it is not easy to make it look good :) that is the reason I might play a little less high resolution or low eventualy ;). But hey DC low resolution looks awesome, I am just wishing to make art and work with all of them, there is no specific reason except that one.

Oh and reminder that wizard should have golem and gargoyle as his companions I was wondering if monsters could be used as NPCs, for example to have horse or unicorn as NPC party member or if playing on evil side to have few NPC goblins or trolls ect. Will have to ask about that.
Title: Re: Towers of Magic
Post by: steve_mcdee on January 07, 2016, 05:13:12 PM
Because, to be honest, I'm not sure what the point of doing a game in a higher resolution is if you're going to keep the images at the same size.  Kind of defeats the purpose.
Milos, why you aim at doing 6 different versions still remains a secret to me... I can to some degree see a point behind doing two different resolutions with the same width/height relation in the 3d view window, but as written earlier, supporting also the square viewport is a lot of effort if you want to do it well, since you would have to redo walls and backgrounds, and not convincing if you just use stretched walls and backgrounds...

For the high resolution, I agree with ProphetSword and Uatu that you should resize the images instead of adding transparent/black borders. Otherwise, your design will be full of unused space. While high resolution is great, I would always prefer a low-resolution design with well used space and consistent looks over a high-resolution design which has 50 to 80% black background. Altering a sentence of Akira Toriyama: It is better to use low resolution big than high resolution small!  :read2:
I agree. I can't understand why you would want to have a larger picture window and then fill most of it with blackness or a single colour.

And most people would, I think, be much more interested in seeing a finished design with art at one resolution than loads and loads of posts of artwork and unfinished designs using multiple resolutions. If you finish a design and decide you want to do another version with art at a different resolution, you could do that after the original version is completed?
I prefer to play in highest possible resolution but it is not easy to make it look good.
I completely agree with this. Even with 640x480, I find it much harder to make decent looking art (apart from simple resized pics and big pics) than when using the FRUA resolution. That is the reason why all my DC stuff has been at 640x480.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 09, 2016, 01:46:30 PM
I am hoping to change things for better. I love Uatu's and Dynonikos art. If I have to refit it to 1024x640 and maybe redo it I probably will but as I have said I think I will be able to do things on my own. Now that is still a challenge. This is thing I have done before 3 months, and now I am thinking that I have made mistake about the size of those sprites for that half orc but maybe he can pass as a half ogre. Anyway I will try making my art from now on probably, trouble with it is that is made where people have much better income then it is in my country :) https://en.wikipedia.org/wiki/List_of_European_countries_by_average_wage but I will try it anyway but I doubt I will be ever able to invest much money in it and have to stick to free models that are still nice :). I mean thanks to Manikus lead and others I actualy got into 3d art and programming (well not yet that much into programing) but I am hoping I will catch up, I am still actualy warming up :) but idea is to play in highest possible resolution and scale things down for others who are playing in lower resolutions if possible.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 10, 2016, 03:53:15 PM
I linked portraits for all shopkeepers in first part of the town and tavern but found out that I need to link the walls (resized) for the second floor and all PC portraits need to be resized too. It will take me some time to do it then I will post the update and probably work more on the adventure.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 12, 2016, 04:23:21 PM
Resizing PC portraits now, it will take me more then I expected but I hope to finish till end of the week.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 15, 2016, 11:56:53 AM
I have uploaded new version. New is that I have resized all PC portraits so they can be used for all versions of the game, but for now only 1024x768 version http://www.reonis.com/gulan/TOM/DC_ToM_r1024.rar


Now I will try playing and expanding adventure in the woods and also finish other part of the town. It is still more unfinished then I would like but I think now it looks better.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 18, 2016, 05:13:57 AM
I have finished part of shaping up my module http://www.reonis.com/gulan/TOM/dc_tom_r1024.rar

I have done linking most of the pictures trough the module and changed some things trough it. Now I need to set up monsters for 1st dungeon level and to map 2nd level of it. But before that I will need to resize 26 pics that I have found in 1024x768 resolution including treasure and resting event and most of the PC portraits done by Manikus. This will take some time but it is definitely needed, before I continue to work on the rest of adventure. I am really hoping that I will make it in shorter time and I have to say that for now this module it playable but needs to be tuned up as DC with its spells bug especially.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 21, 2016, 04:51:54 PM
I am altering default portrait pictures last few days. It is going slow but I am working on it. Here is just one of 4 that I did and need to do about 14 more. I have some nice surprises hopefuly in the future but it has to be seen if I will be able to make them.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 24, 2016, 07:07:50 AM
I have done 3 more, they are going slow about 3 per day in best case but I have to do all. Those pictures are just too good and I need to fit them for my mod.
Title: Re: Towers of Magic
Post by: Milos Gulan on January 31, 2016, 03:44:49 PM
I made it :) that is modified original PC portraits. I will try playing a bit now and after that I will upload updated version.
Title: Re: Towers of Magic
Post by: Milos Gulan on February 04, 2016, 02:43:17 PM
Here it is http://www.reonis.com/gulan/TOM/DC_ToM_r1024.rar

I have added one more level of the dungeons they need to be populated and eastern part of the town too. I have redone portraits and improved some things like inn and added zones finaly, though I can't say I did that good but at least I have started and now camp and treasure pictures can be seen in the game. Next I will be adding PCs (for now there is one pladain and female paladin, my plan is to add every available class, and some more things but I will talk about that later if things go good) and will play and try to add more things and make them playable.
Title: Re: Towers of Magic
Post by: Milos Gulan on February 14, 2016, 10:37:53 AM
I have added 4 more NPCs, all made by Uatu: crazy dwarven fighter, gnome wizard, gnome cleric and halfling thief. I have started to work on eastern part of the town and there is a lot yet to be done. Also I will need to do central fort to make things really work. I have added before 2 underground levels in the woods and now I need to populate and make them work too.

New thing will be possibility to start as an evil player from different location and it will be in those underground tunnels in the woods. That is what I will be working on in the future. How to make town work better and the underground in the woods. After that I will be trying to expand town area and add more adventures, but only after I finish this plan.

I was thinking about making some FR adventures but for now I will just try to finish this and make it work. I think I need a solid method of making good adventures before I could eventualy try to make FR or any other Ad&d modules. I am hoping that I will have something to upload till next week.
Title: Re: Towers of Magic
Post by: Milos Gulan on February 21, 2016, 04:01:43 PM
I will need more time to set up monsters then I have thought. It is going slow but I am hoping that I will improve with time. Here is what I have been working on.
Title: Re: Towers of Magic
Post by: Dinonykos on February 24, 2016, 08:07:16 AM
The new character looks impressive. I was just wondering if you plan to do the combat icons based on these nice 3D graphics, too.
Title: Re: Towers of Magic
Post by: Milos Gulan on February 25, 2016, 11:06:02 AM
Yes :) hopefuly though I am trying to start making 2 more figures for few days now but some other things got in the way. I plan to do all possible combos as much as I can for DC, if I had batch rendering plugin it might go faster I think though I am not sure definitely if I could make it work. And also there could be colour variations ect, like You guys are doing with your portraits.

Now here are two pictures of my testings, those new figures are very versatile and shapes can be mixed. I planed those new orcs (ogres) to be leaders, and older (orcs and goblins) made by I believe Manikus to be common soldiers. I need to do portraits and sprites and icons for all, that will take some time before I actualy can continue with story making. On second picture You can see smaller orcs that he is looking in the distance, though he can't be seen very good. But that is what I need to do now. I tried to imagine some orc activites in the woods, probably it can be done better (You can click on image for larger size).
Title: Re: Towers of Magic
Post by: Milos Gulan on March 06, 2016, 04:26:03 AM
Ok here is my first character, I need yet to do Sprites for other resolutions, then clean those green pixels which will be harder then I thought, but I am not giving up :) hoping that my work routine will improve. Also I will need to clean and recolor Icon in the way Uatu does it, using simple yet better looking colours. Here are pictures including icon just to see how it looks, thing are almost finished but that almost will take some time. On the picture in previous post this is left orc who is a bit more experienced the the usual fighting orcs.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 07, 2016, 03:21:01 PM
I have copied graphic files for that orc in all 6 games with different resolutions and also game data files so now they are all updated. There is minor bug with sprites in 640x480 resolution as it can be seen where second smaller picture also appears in the middle of the screen. Also Intro text is longer then it can be shown in 640x480 resolution so I will need to fix that. And there is some graphic bug with right side of the building walls in 1024 square resolution not shown here.

To summ it up I managed to copy and make work all resolutions but now I will need to clean those sprites and portraits of those green spots. Also I was wishing that in resource folder there were folders for files that are different in each resolution and that in DC editor there were option to switch them between resolution as there were option to switch config.txt. It would make things I think easier as I would have one game with 6 graphic folders for each resolution (though I wouldn't like to have only 3, though I have 3 extra a bit buggy resolutions I still like them). But it works also this way I am now doing with 6 different games.

Here are pictures, there is also one new portrait of orc (in 640 and 1024 resolutions). I am not sure when I will upload game files, but it might happen soon.
Title: Re: Towers of Magic
Post by: Dinonykos on March 08, 2016, 01:04:46 PM
The texts below some of the sprites ("orc defends himself...") imply that you have a kind of text-based combat system in mind... or is it just "atmosphere text"?
Title: Re: Towers of Magic
Post by: Milos Gulan on March 09, 2016, 05:33:26 AM
No it is just atmosphere text, that is just a test orc I have placed on start to work out and clean details. That picture follwos text after party choose to attack him, then combat starts.

It is type of text when for example You meet monster and GM says something like this: "... night is cold and dark and You can see big clouds darkening the full moon above..." before they attack :)

Now on start there is option to play good and evil campaign, and playing evil will take You to different place underground but I need to work out at least 3 types of monsters that will be available to meet there.

For those portraits it seems I will have to put backgrounds behind them as I tried cleaning alpha channel (transparency) but after deleteing it turned white instead of black, but nm I will be able to work thing, just will need a bit time and concentration :)
Title: Re: Towers of Magic
Post by: Milos Gulan on March 15, 2016, 05:03:15 PM
 ;D I am back to work, problem was I was saving sprites in jpg instead of png format and later it was blury with those green spots even after cleaning. Now I will have to do it again but at least I know now what not to do :-[ Probably will have something soon hopefuly.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 17, 2016, 02:58:09 PM
Here is the result, at least I have cleaned that scimitar. I wish I had a better method of detecting those a bit different green pixels instead of what I do now, taking screenshots then removing them manualy in Photoshop trying to pick them just by eye.
Title: Re: Towers of Magic
Post by: steve_mcdee on March 17, 2016, 05:33:13 PM
Have you tried using the magic wand selector tool? If you set tolerance to 0 then select a pixel which you know is the transparent colour, then you should easily see where the non-transparent green pixels are.

An alternative is to use the fill tool (with tolerance=0) to fill the transparent colour areas with a different colour that contrasts more with the other green pixels.

Another alternative, which should help you get rid of most of the non-transparent green pixels in one go, is to use the magic wand tool with tolerance set a bit higher (experiment to see what is the best setting), then selecting the transparent green. This should then select lots of the similarly-coloured pixels, which you can then delete and/or recolour to the transparent colour.
Title: Re: Towers of Magic
Post by: Nol Drek on March 17, 2016, 07:57:28 PM
It sounds like you have learned from experience not to save your work as a JPEG because you lose image data. But it is also true that when you resize your images the background and the sprite image will "bleed" into each other like when you smudge a drawing while the ink is still wet.

Fill the background with purple, which will contrast more with the green aura around your orc. The green pixels are now obvious. (002_purple_screen_001)

Set the tolerance on your paint bucket and fill the background with purple again to get rid of the green aura. I used a paint bucket with a tolerance of 60. (002_purple_screen_002)

Some of the green background has bled into the image. Trace around the edges of the orc with a suitable color. Black seems to work well as an outline color, or use a color that matches the interior of the image when black is too stark a contrast. (002_purple_screen_003)

Finally, you can paint the background green again (with a tolerance of 1), knowing that the image and the background no longer bleed into each other. (002_purple_screen_004)



Title: Re: Towers of Magic
Post by: Milos Gulan on March 18, 2016, 04:26:01 AM
Thanks for the answers this will save me a lot of time. I tried magic tool and it works very nice but lets try Nols method. I will need step by step instructions to do it properly and will later in the day try with 640 resolution sprite.

For now I am not sure how to do this from Nols method:

1. How to fill background with purple? (I am using PS2, I know how to use fill tool but I don't know what to do. Should I use magic tool first, then delete green pixels then fill the empty space)

2. I guess I should be able to do this if I learn how to do step 1 properly.

3. I am not sure how to trace around the edges of the figure, I did it manualy with a pen before, it is not very hard but maybe there is another ways to do it?

4. How to paint it green again, with a fill tool I presume?
Title: Re: Towers of Magic
Post by: Dinonykos on March 18, 2016, 07:32:17 AM
An alternative to Steve's and Nol's approach I use quite often is:
a) Soften the image in front of a black background.
b) Replace the background with another colour.
c) Resize the image using a method that only removes pixels and does not "soften" the picture. (No "bicubic" or whatever PS might offer.)

The resulting smaller sprite then does not show any bleeding with the background.
But of course, it has a slightly blackish border remaining from the first step. For my own art with black outlines, this is certainly no problem. But I realized when making sprites and NPC walls from Uatu's art, that the slightly darker border around the far away sprites does not disturb, but rather gives a kind of "enhancing" effect. It depends, of course, very much with the art style you use...
Title: Re: Towers of Magic
Post by: Milos Gulan on March 18, 2016, 07:59:01 AM
How do You soften the image in the step 1.

I am hoping to learn how to this :) it will really save me a lot of time.
Title: Re: Towers of Magic
Post by: Dinonykos on March 18, 2016, 08:50:54 AM
In newer PS versions, "Soften" is listed under menu "Filter". You should select your sprite first, I forgot that. Sorry, I use a German version of PS, so I do not know the English terms, and PSP, which I normally use, uses different terms. But I guess Nol or Steve can help...
Title: Re: Towers of Magic
Post by: Milos Gulan on March 18, 2016, 10:06:28 AM
Thank You Dinonykos, it is probably blur. I know some people like to work with translated versions but I am not one of them :))

Anyway thanks a lot blur probably wouldn't work for my renders but thanks for the tip about resizing. If I could make this method work I could actualy resize down pictures instead of rendering one for each resolution. I hope Nol will answer soon :)
Title: Re: Towers of Magic
Post by: Nol Drek on March 19, 2016, 10:23:47 AM
1. How to fill background with purple? (I am using PS2, I know how to use fill tool but I don't know what to do. Should I use magic tool first, then delete green pixels then fill the empty space)

You know how to use the fill tool, but you don't know how to fill the background with the color purple?

1a. Select the Paint Bucket tool.
1b. Select a shade of purple as your foreground color.
1c. Click on the green part of your image.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 20, 2016, 05:05:50 PM
I didn't know that I can paint over the existing color, I was thinking that it could only work on empty spaces :). Thank You so much, here is the result, I will still need to clean those few spots but from now on it will be a lot easier and faster to do sprites. I am very glad I asked this question. I was dreaming painting those lines around that orc during my afternoon nap, and after I woke up I actualy did it :D. Thanks everyone again fot good advices.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 26, 2016, 09:34:36 AM
I have made it :D, sprite of one orc that is  :-\ now I need to do the rest.
Title: Re: Towers of Magic
Post by: Nol Drek on March 26, 2016, 09:46:14 AM
Except for those two green pixels by the Orc's foot, this looks good.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 26, 2016, 09:58:11 AM
Thanks for seeing it, my old lap top have small screen and I sometimes miss things like that. But it was older screenshot, just one before final (I take screenshots then remove green pixels in PS, then try and do it again till is done). Here is the new screenshot, now I need to save tutorial how to do sprites from this page then to do this portrait. I will leave doing 640 resolution for later and 800.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 26, 2016, 04:34:18 PM
Here is that portrait :) I think it looks ok. I think I will be able to make things faster from now on.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 29, 2016, 03:36:26 AM
I made icon for this orc finaly, and that bucket tool helps a lot :D
Title: Re: Towers of Magic
Post by: Milos Gulan on April 03, 2016, 01:09:50 PM
I have started populating underground level. I am hoping that it will not take too long but I think it will need some time. I might release new version next sunday where it will be possible to star in the human town or humanoid underground. Here is the screenshot, I forgot to fill the empty space with walls and I will to finish it first.
Title: Re: Towers of Magic
Post by: Vix on April 04, 2016, 10:17:12 PM
Here is that portrait :) I think it looks ok. I think I will be able to make things faster from now on.

Anyone else think that orc looks as if it is coming in with a sloppy orc kiss? :D
Title: Re: Towers of Magic
Post by: ProphetSword on April 05, 2016, 01:13:42 PM
Anyone else think that orc looks as if it is coming in with a sloppy orc kiss? :D

I'm glad you said it...because I was thinking it!
Title: Re: Towers of Magic
Post by: Milos Gulan on April 06, 2016, 04:31:17 PM
 ;D Yeah when I remember my green guys that I started with this orc just looks very good (or at least I think so because I made it work :) ). It is an older free figure (I think made by Manikus) but I am glad that I can use it and it has very nice orcish outfits.

Here is one more picture (click on it for zoom) I am not sure if I will include in module but probably will try work with it more. It is also very old figure I got recently (A3 probably made 2003) but I am glad I got that outfit because it is now gone, so I tried it and it looks nice.

Btw right now I am trying to implement good and evil token in the game, I figured out what to do, now just to do it :)

Title: Re: Towers of Magic
Post by: Milos Gulan on April 10, 2016, 02:53:12 PM
Ok, here it goes http://www.reonis.com/gulan/TOM/DC_ToM_r1024.rar

New is that I have mapped entire 2 underground levels and added markers for the trooms. It is possible to enter the dungeons from the start by choosing evil holy symbol but for now there is only orcish patrol there.

What I need to do is to make those 2 underground level fully functional, add more sprites and portraits of monsters, then add Inn scenes at the town (having problem with this to make it in 3d), and then also to improve town (eastern and citadel area). Here are the screenshots, first is how starting screen will look like and You will be able to choose your group alignment at start wich will influence your starting position.

Title: Re: Towers of Magic
Post by: Milos Gulan on April 17, 2016, 02:32:36 PM
I have connected 2 underground levels with surface. There are 8 stairs that leads up/down and now I will try populating rooms.
Title: Re: Towers of Magic
Post by: Milos Gulan on April 25, 2016, 09:51:47 AM
I have added 6 PCs in the starting characters (male and female evil assassin, good fighters and good clerics), but there is much more to be done (idea is to have each one of classes for starting PCs, female and male, good and evil version, though I am not sure that there will be enough portraits).

I have also added Tavern Hall (Inn) in the first (evil) humanoid underground wood level. But I will need to adapt that inn to feel like a place for evil humanoids and to add some NPCs to actualy start adventures there.

I was thinking about what to do lately and I have to say that although I started small adventure it is turning into a more complicated then I thought, but I will continue to work on it steadily.

One more thing thing that I was thinking about is my own RPG system, I wish it could be supported by DC but I am not sure if I can make it (and I am not sure if it is smart thing to ask for help), though I have realized few more things how DC works and I really like it all together but I probably will not be soon able to work with such complex things as DC developing but I am wishing to play this mod beside Ad&d in my own rules version if it ever happens.

Till then I am staying with DC Ad&d, FRUA might be better for higher level adventures in the sense that all mostly works there, but I am hoping that DC will improve. If not I might convert some of my work to FRUA just to be able to play it without bugs.

I will probably upload updated version next week or so. Here are few screenshots of my mod maps, last two need to be finished as I will probably add above ground levels :)
Title: Re: Towers of Magic
Post by: Dinonykos on April 25, 2016, 10:25:24 AM
Pretty big levels you have drawn!

Concerning an own system, it is surely depending on how great the differences between your system and DC AD&D are. Adding races/classes etc. is not that much of a problem. You can also add additional attributes. But if you, for example, wanted to change the magic system to something different (e.g. energy-based), I think that would be unwise...
Title: Re: Towers of Magic
Post by: Milos Gulan on April 25, 2016, 01:54:57 PM
Yes big but I think I will go with it, 2 underground levels and 3 above ground levels probably for all the more important maps.

For system, I still don't have defined magic I mean I have some spells from 1st edition but probably will make revision.

For now what I would like from DC is percent like stats, probably would change order of main stats, that means ability maybe to change names of stats in the first place. And few other things (maybe a bit more complicated). I am not sure for the magic probably would go with anything DC can do :) I am not demanding in that field but I would need skills to be able to do magic and other things like for example skill exceptional dexterity that can give +3 to dex.

Hm also my first published version of my system used stats like Ad&d but with additional percents like strength in Ad&d and for example dexterity 16/77 and for every level You have 1D100 to distribute on the stats. Now that is just an example my new rules would should be more simple and adjusted for game design :)

Anyway It probably will not be easy to do all my ideas but from what I have seen DC looks great and with lots of options for now :D
Title: Re: Towers of Magic
Post by: Milos Gulan on April 29, 2016, 07:03:30 AM
I have made five evil NPCs for underground level and it is interesting for me to first time start adventuring with evil assassin and evil NPCs. They are starting from NW part on the left map and now I will have to populate the both levels till the central room 5 in the right map where is underground passage to town underground that still needs to be made. Here is the map http://ua.reonis.com/index.php?action=dlattach;topic=2881.0;attach=17241;image

So for now there is option to start with good or evil or neutral character. For neutral I still need to build 4 (or more depending on the town surface levels) underground levels and to shape up a bit eastern and central part of the town.

Now after that (or in the meantime) plan is to make interstellar travel by spelljamming ships (or some magic teleporting) to other planets and visit other Ad&d worlds. I am curious what adventures and what worlds would potential players would like to visit http://ua.reonis.com/index.php?topic=3302.msg46476#new

Here is also latest screenshot of evil party :)
Title: Re: Towers of Magic
Post by: Dinonykos on April 29, 2016, 07:43:46 AM
Not sure if I completely understood - will the game recognize if the player uses evil, neutral or good characters, and the starting point will be assigned depending on the player's choice? I think that is a nice idea, but not quite easy to implement - what, for example, if the player uses a mixed party?
Title: Re: Towers of Magic
Post by: Milos Gulan on April 29, 2016, 10:13:57 AM
Well at the start You can choose your holy symbol party will be displaying. You can choose good, none (neutral you can go everywhere except for places exclusive to good or evil) or evil. That means You get special item game will be checking and for example if your evil party get in the good areas you will get attacked and same goes for good in evil places so I will have to make 2 scenarious for every room or more :)

Here are screenshots, DC doesn't show instantly what character alignment is so you need to add it to party then check alignment. I am hoping I will improve things while playing btw missing sprites badly of things i need to place like barkeeps ect but I will do it in time also 640 resolution is now on second place hoping that I will fix that version in time after I get things good at first place :)

Title: Re: Towers of Magic
Post by: Milos Gulan on May 03, 2016, 03:43:43 PM
Well my holidays were a bit more unproductive then I expected, and I had some problems yesterday starting my computer so I have done something but update will need to wait for sunday. Here are few pictures that I will add soon and mainly that is the reason why i didn't uploaded it now. Probably those will be good and evil exit from underground to surface, backgrounds for cave and one more picture that I made lately that one day might be adventure.

Anyway I was thinking about playing in Ad&d worlds from this adventure and I am lately itching to do it but I am still new to mod making and missing a lot of graphics that I doubt I would do things good. I probably will try to do Beneath twisted tower FR adventure but I doubt I could do a good conversion of FRUA module without help, so I might do something shorter for start. Also I was thinking about doing some Dragonlace art or adventuring but we will see. For now I might just try something very short but will have to think about it. Probably will try FR, GH and DL but was thinking about LOTR too :) and maybe some other Ad&d settings though not sure what, probably Planscape, Ravenloft or whatever come to my mind first.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 04, 2016, 11:15:51 AM
Ok here it goes, one more screenshot, after that I will try to do exit from the underground pictures. Cave in the background can only be seen if picture iz clicked on, then it will be zoomed.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 06, 2016, 08:33:32 AM
Ok here it goes, latest version http://www.reonis.com/gulan/TOM/DC_ToM_r1024.rar

New is that You can at start choose to go with evil holy symbol (play evil campaign), but for now You can visit smiths shop and ask for work and fight some adventurers, visit inn and get NPC company (rest is not changed from good inn) and try to go deeper into dungeon or on the surface to fight monsters (just for fun now as this probably will be tuned up for evil party). And here is one screenshot too :)
Title: Re: Towers of Magic
Post by: Milos Gulan on May 15, 2016, 01:02:26 PM
 ;D I have made interior for Lazy Lion Inn. I will need to do sprites and icons for tavern maid and that guy who is ranger, with two katanas :)
Title: Re: Towers of Magic
Post by: Milos Gulan on May 23, 2016, 02:27:29 AM
I have made 4 characters for the module, 5 including barmaid, and now will need to render them as characters. I have made already 3 pictures with them that I can post if anyone is not patient enough to wait till next weekend when I will probably upload updated version.
Title: Re: Towers of Magic
Post by: Dinonykos on May 23, 2016, 06:40:29 AM
The small pics above look nice!
Title: Re: Towers of Magic
Post by: Milos Gulan on May 23, 2016, 07:32:07 AM
Ok then, I better get them into module and soon will post how they look like :)
Title: Re: Towers of Magic
Post by: Milos Gulan on June 03, 2016, 09:12:15 AM
Change of plan :) I have installed new version of Ubuntu OS and Blender and few other things and now I am trying to learn to use them. Good thing is that I found have medieval city for Blender that I can make pictures for this module but I will need to install those buildings and make scenes.

For now I am puting this project on hold till summer is over and in the meantime will try to make some art for it and play FRUA and lastly from now on I need to focus on finishing my books so, I expect I will work on art and this module but I really should make finishing my books a priority.

I am hoping that I will install Windows with Ubuntu soon and continue to work as usual, but now during summer I will mostly be outside and work on my old lap top with Win XP and work on my books and play FRUA hoping to learn more tricks so that I am able to make better modules in the future :)
Title: Re: Towers of Magic
Post by: manikus on July 12, 2016, 01:13:57 PM
It appears that you are making quite good progress on your design. :) Good work! :D

Can I mention something about your rendered art? You are doing pretty good, but I think you are ready to take it to the next level. There are two easy to use (hard to master) ways that you can do this and it will really make your figures pop:
1) Use shaders. There are many, many shaders available for free. I recommend using image based shaders for the skin of your characters (often called "materials" or "MAT"). For metal/stone/wood/etc there are some really great procedural shaders.
2) Start using lights. In rendering, just like photography, lighting is everything. You can find some pretty good free light sets, and there are also many free lighting tutorials. This will allow you to add more depth to your images. And I don't know if you have checked out the IRay rendering engine in DAZ Studio, but it is very good.
Title: Re: Towers of Magic
Post by: Milos Gulan on September 13, 2016, 10:42:50 AM
Well thanks for the advice, I really am looking up to learn as much as I can as for at least ten or more years I am dreaming about working on 3d art and I plan on learning and using them for sure as much as I can. Btw I am trying to get back to my work here and was trying to use some Low Rez Orkz and Dwarvez and noticed that Sixus1 site is temorarely down. Not sure why. Anyway I tried to make 200e purchase of Genesis1 content from DAZ site lately but it didn't worked out (as I still don't use credit card or Paypall) but at least I got my money back so now I am sorting my Ad&d books collection (one more week or 2 eventually).

I made map of Velora planet recently I still need to upload it and was thinking of running it on ROll20 longside maybe Castle of Greyahwak Ruins. It is a possibility that my old group will play tabletop again so I need to make my notes in order :)

Anyway I was thinking about running (and making DC version of) Ruins of castle Greyhawk and the problem is although there are some story to it, main problem is that it is just a big megalo dungeon filled with almost every monster from MMs that just mindlessly wait for players to come and kill them. I got bored of it and beside higher level NPCs and groups are not done at all and module assume DM will use them and make those because they are actualy part of the story. And those are very high level NPCs that You need background for :/.

Anyway my conclusion is, as I don't want to give it up, that I will need to redisign it a big time. I will probably need to work on the story, redisign a lot of space and levels there , and also make high level NPCs and somehow fit it all in the GH campaign setting :/ I am not sure how long it will take me but that definitely needs to be done for module to be interesting and not to be boring and deadly endless dungeon crawl. Also there is lot of history to it and famous characters that adventured there that I really think should be mentioned but in the module it is of course not done good or at all :/

Now for this Towers of Magic game I will need to upload maps and see if I can access the site again after Windows Reinstallation but here is the story that I will need to include in the module and that I made for my Roll20 game:

Liroel is capital, or at least largest town of known world on planet Velora, dangerous place somewhere far, far away in a distant galaxy... Looking around there is not much left of it since noble elves left that world, leaving only their evil renegade brothers, though only few are aware of it as those creatures mostly still live in old and forgotten legends.

Humanity is now fighting hard for its survival and beside Liroel on Sea of Hopes there are few large towns that trade with them and are fighting alongside to keep evil as far as they can from their homes. City of Liroel is ruled by Council of Heroes which is consisted of representatives from few largest guilds in town and those are: Guardians, Traders, Smugglers, Explorers and Adventurers. They chose their leader who after that rules the town for 3 years and current leader is Mladen Hummel of Guardians Guild.

And now lets see if I can make a picture of two with DS :) I really am enjoying working with it and looking up to learn more and use it for DC and Books that I am trying to writte and my Ad&d games.
Title: Re: Towers of Magic
Post by: Milos Gulan on September 26, 2016, 02:24:47 PM
I need to update my DC .exe files then I will try doing some work on the module after a long pause :).

I was seriously thinking about preparing Ruins of Undermountain 1 and 2 and Ruins of Myth Drannor but somehow I feel that it is just another big megadungeon with another High level wizard though thought about combining it all with Ruins of Greyhawk is still a bit interesting, but problem is as with Castle Greyhawk that I need to go deeper into those campaign settings.

Right now I think I should concentrate on making this module playable, and that means to make shorter adventures with endings that would be linked as an interesting story. That is what I would like to do though I will try find some interesting Ad&d modules too. It seems that I will have free time this winter so it might happen that I will run some tabletop or Roll20 games, but I will keep it minimal, maybe some short adventure or two, definitely no need fo Undermountain now :). I am still looking for some interesting but not too long adventures for inspiration.

Anyawy lets see what I will be able to do till next weekend...
Title: Re: Towers of Magic
Post by: Milos Gulan on October 02, 2016, 03:04:58 PM
What I did is, I have sorted my Ad&d books and updated DC to latest version. Now I need to switch to 640*480 resolution and I expect to start working on the module from tomorrow or at least in next two days. Lets see if I can make some progress till next weekend. It is really abit hard for me to get back on the track but I will probably be able to get into it soon, I hope.

Lately I wish to start working on Greyhawk DC campaign and possibly others but that yet has to be seen, but GH campaign seems to be very possible, if things start to go nicely. I was thinking to start with Nol Drek's DC module, Village of Hommlet but I am not yet sure what needs to be done to convert it to new DC version or shall I do things on my own from start, that probably will be from Greyhawk City, which means I will need to make things from there :).
Title: Re: Towers of Magic
Post by: Milos Gulan on October 09, 2016, 02:36:08 PM
Everything seems to be working, I have fixed this picture (test orc) in the screenshot an the icon for 640*480 resolution. Now I need to start playing my own game, fix things and add to it. I have also started new dungeon before and now I need to continue it and make some more new characters and icons. Then I probably will try doing some aerial combat in the woods, and expanding town to the south where port and spaceport should be and adding some underwater action. Also I will need to do underground of the town and populate it :).

Title: Re: Towers of Magic
Post by: Milos Gulan on October 16, 2016, 12:07:53 PM
I am back to this module, yet I am not very productive but I am slowly getting back to it :). I need to rework this soldier orc in previous post and make his picture for underground and complete that dungeon. For now I am working on a sort of commander, here is how it looks like though I am not yet sure how it will all look like. I need to get my notebook and see the maps I have drawn then I will need to populate the underground map I have drawn in DC.

Here is how it looks like for now:

Title: Re: Towers of Magic
Post by: Dinonykos on October 18, 2016, 01:12:37 PM
I think the character looks good - I only guess, if you want to place him as a sprite in front of your walls in the 3d view, he may appear quite tall. Of course, it depends on how high you consider your walls to be.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 19, 2016, 01:04:10 AM
Yes, well I plan to do a portrait and a sprite and a icon. I probably do few because I have few textures of armor he is wearing. I am currently working on a underground cave picture with him. I will post when done.

Trouble with 3d characters is that I need to plan their usage carefuly and then start making them. And when making them I also can make variations, that takes a bit more time but it can be useful. All process takes a bit more time but I think results will be nice, only that I learn how to create things fast and good, and not waste time while doing it :D.
Title: Re: Towers of Magic
Post by: manikus on October 19, 2016, 12:23:26 PM
My advice is to focus on the "good" and not worry about the "fast". Speed will come with practice.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 19, 2016, 12:59:44 PM
Ok, I am off to finish that picture. Thanks for any help Manikus, Your advice is always valuable for me. I mean I learned a lot thanks to your help :)
Title: Re: Towers of Magic
Post by: Milos Gulan on October 21, 2016, 06:49:21 AM
Here it goes, I finaly finished it. Now I need to finish the place too :) The picture is called Deeper Underground. There is the song with same name done by Jamiroquai. Edit click on picture for full view, it should be zoomed in then on the forum.
Title: Re: Towers of Magic
Post by: Darcnyss on October 21, 2016, 07:51:14 AM
Looks good, Milos!
Hehehe love those Jack-o'-lanterns.
Title: Re: Towers of Magic
Post by: Milos Gulan on October 21, 2016, 10:45:01 AM
Thank You :) Now I better get to work.
Title: Re: Towers of Magic
Post by: Dinonykos on October 22, 2016, 10:45:14 AM
I agree that it looks good, but I cannot differentiate how the objects on the left side are arranged - there seems to be a kind of gate made of bones, and there are a kind of "crystalholder" and a standard. To me, it seems as if the "crystalholder" is somehow positioned behind the bones, but on the other hand, the bones seem to form a portal into a neighboring room.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 02, 2016, 03:10:28 PM
That is a mirror :) and I couldn't make it work to make reflection like it is normal for mirrors :). Bones are just decoration and standard and light crystals are part of the cave sacrifical altar scene. It is just a practice to see if I can make it work and it is just a step to maybe make some art for my DC mod. I can't say it is my best work but I need to build characters and scenes :) and make them fit into the mod.

I really would like to make an underground orcish town that leads to deeper underground that might lead to many places. But, I am just tired and need to focus better. It would be cool if adventurers could start playing from there, either as good or evil. I never have run campaign for evil characters but in LOTR card game (MECCG), it was possible to play evil minions and monsters like dragons, trolls, balrogs ect.

Now I see that it will be a bit more complicated but I still would like to do it just because of the story, that I can think in both ways while creating it.

For example here is a card game where one player plays with Hero deck and other I think with Evil (Minions), there is also Balrog and Fallen Wizard (like neutral) decks that also function different (meaning sites, heroes and hazards) https://www.youtube.com/watch?v=aYt3Xd4uBXE

Edit: It is Evil minions vs Evil Balrog match
Title: Re: Towers of Magic
Post by: Milos Gulan on November 06, 2016, 01:17:37 PM
I have started working on this finaly :). I need to clean up that sprite first and then we will see what will be next. Plan is to have something to upload for the next weekend.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 07, 2016, 08:30:17 AM
I finaly started to work on this, and got the sprite done :) and changed a bit this encounter with guards now I will need to fix the Smithy :)
Title: Re: Towers of Magic
Post by: manikus on November 07, 2016, 12:58:12 PM
Did you see the link I posted in the #D links thread? It can really help when using DAZ to take care of the "outline" like around the sprite in your first image. :)
Title: Re: Towers of Magic
Post by: Milos Gulan on November 08, 2016, 07:39:25 AM
No I didn't, I followed tutorial given here by Nol Drek how to make my sprites but I did outline manualy. Which one are You talking about? I can find 3d Resources - Links thread in DC>Artwork part of the forum but I don't know what to do next?
Title: Re: Towers of Magic
Post by: manikus on November 08, 2016, 01:14:10 PM
No I didn't, I followed tutorial given here by Nol Drek how to make my sprites but I did outline manualy. Which one are You talking about? I can find 3d Resources - Links thread in DC>Artwork part of the forum but I don't know what to do next?

In a nutshell:
Save your renders as .TIF (for sprites)
Open the render in your paint program and load the alpha channel from file - the TIF format saves it in a ready to use way that pretty much eliiminates about 98% of the anti-aliasing.
create another layer behind the masked render and then flatten it. :)

The thread that I linked to goes into the mechanics of why .TIF works better than .PNG and also another option if you own Photoshop CS2 or later. The method I mentioned above will work with whatever art program you use. :)
Title: Re: Towers of Magic
Post by: Milos Gulan on November 09, 2016, 11:45:04 AM
Ok, I am using PS CS2. I don't know how to load alfa channel from file. I don't know what is anti aliasing (it may be this but I am not sure http://www.webopedia.com/TERM/A/antialiasing.html )

I know to create another layer and flatten it, it just gives white background to the image.

Here is image which I wanted to do it is a bit bigger then needed, if that s a problem I can make it smaller.
Title: Re: Towers of Magic
Post by: manikus on November 09, 2016, 01:07:18 PM
Your picture is not showing up.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 09, 2016, 01:13:44 PM
It is because of tif format here is how it look in png, and here is picture with it that I did today :) http://thefantasiesattic.net/attic/cpg/albums/userpics/11318/Steambiker.jpg
Title: Re: Towers of Magic
Post by: manikus on November 09, 2016, 02:31:01 PM
   1)   In the “Layers” palette, right-click (Windows) / control-click (Mac) on the thumbnail image of the layer you're interested in.
   2)   In the resulting contextual menu, choose “Select Layer Transparency.”
   3)   You now have the layer's alpha transparency as a selection, also called a “Quick Mask.”

To turn this quick mask into an editable mask for the layer:
   1)   If layer masks are off, select the layer in the “Layers” palette, open the the “Layer” menu, open the “Add Layer Mask” submenu, and choose “Reveal All.”
   2)   Alt-click (Windows) / option-click (Mac) a layer mask thumbnail image (there will probably be one empty mask enabled)
   3)   Using the selection you created from the layer's transparency before, open the “Edit” menu, choose “Fill…”, use black at 100% opacity, and hit “OK.”
   4)   You will now have a duplicate of the layer's original transparency as an editable mask, which works in addition to the layer's original transparency (if you want white space or whatever behind for just the editable mask to reveal over lower layers, store the layer's original transparency in a spare channel or something, merge the layer down into an opaque white/whatever layer, and then put the original transparency back into an editable layer mask.) This mask can manipulate or be applied to the layer's transparency in a variety of ways, as detailed in the “Using layer masks” section of Photoshop's built-in help system.

To instead turn the quick mask into a normal alpha channel:
   1)   Edit in quick mask mode, either by pressing the “q” key, or by pressing the button with a circle in a square in the “Tools” palette/bar.
   2)   In the “Channels” palette (where the “Quick Mask” channel should be the only one selected,) open the palette's menu and select “Duplicate Channel…”.
   3)   Its name is normally unimportant, but you may need to give it a certain name. You may also wish to invert it, depending on what type of alpha channel you want. In any case, hit “OK.”
   4)   You now have the layer's transparency as an alpha channel.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 10, 2016, 06:52:45 AM
Wow :) Magic. I will have to try it few more times but it is going good for now :D. Thank You!
Title: Re: Towers of Magic
Post by: manikus on November 10, 2016, 12:56:09 PM
Wow :) Magic. I will have to try it few more times but it is going good for now :D. Thank You!

If you like how it works, make an action so that you only have to push one button to do it. ;)
Title: Re: Towers of Magic
Post by: Milos Gulan on November 11, 2016, 07:58:00 AM
I might try it but for now it is a bit too much for me :). I got the concept but will have to try it few more times as I have said. I will save it in the tutorials and use it later with Sprite tutorial from Nol Drek. If I can't make it I might open a thread for it :) or will ask here.

But for now I need to continue my adventures in this module :). I need to make few characters and continue the story. That orc smith will need to learn to talk with his customers :D

Btw I will upload new version this weekend and hopefuly will show it to my dad too :D
Title: Re: Towers of Magic
Post by: Milos Gulan on November 11, 2016, 10:39:49 AM
I think I have found a bug but maybe it is just for me. This gnome female portrait size was off by one pixel, when I resized it it went to normal. Can someone check this please?

I have made new characters for my mod, that is every class except those humanoid portraits (gnomes, dwarves and maybe elves), I am hoping that I will add them soon enough, but now to see how game looks like with new characters :)
Title: Re: Towers of Magic
Post by: manikus on November 14, 2016, 01:06:57 PM
So you made a portrait and it was the wrong size? I am confused.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 14, 2016, 01:51:29 PM
I don't know how it happened, in my resources directory that picture (dwarf female) had size 177x211 instead of 176x211 and looked like that in DC. Now I checked in default resources that I have downloaded yesterday for mini mod it loooks that there dimensions are good.

Ok here is what I am doing now, and what I have done, I will have to do it a bit more till it is finished :). First is sprite when in combat mode and second is Portrait in combat mode. I need to do now Sprite, Portrait and Icon in normal standing mode.
Title: Re: Towers of Magic
Post by: manikus on November 14, 2016, 02:17:41 PM
There is a good chance that I did that dwarf image. :) I don't have any art from that long ago on this computer so I can't see what I did. However, it will still display, just be one pixel over the frame on the right side. What I find interesting is that it would end up at 177, since I have been rendering things at 704 width for a very l ong time and then reducing. Check and see if the other female dwarf images I did are 177 wide. If so, then maybe I did something funky, if its the only one, it was probably some other thing that happened (not me).
Title: Re: Towers of Magic
Post by: Milos Gulan on November 14, 2016, 03:04:34 PM
Never mind, it is all good. I just was surprised to see that there was a problem, but later as I solved it, I just wanted to report it with a wish to be fixed :)
Title: Re: Towers of Magic
Post by: manikus on November 14, 2016, 03:35:35 PM
Well, a piece of art that hasn't been used in at least five years being one pixel too wide is not really a bug.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 14, 2016, 03:50:54 PM
I know :)
Title: Re: Towers of Magic
Post by: steve_mcdee on November 14, 2016, 11:23:29 PM
It is kind of a bug with DC that images sometimes display weirdly - as shown in the screenshot, kind of diagonal and stripy. I'm not sure exactly what causes it (seems to be inconsistent) but from memory (from a long time ago) it may not occur when images have dimensions that are multiples of 4 pixels.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 15, 2016, 05:12:50 AM
This image was just 1 pixel off :) but I got it fixed.

Anyway I better get to work to finish this ogre, it already took a bit more time then I expected.

And here is something I was working on too for DC, my Pinterest with mostly RPG inspiration for now. Those maps could be also usable for quick random dungeon https://www.pinterest.com/milosgulan77/
Title: Re: Towers of Magic
Post by: Dinonykos on November 15, 2016, 05:37:20 AM
It is like Steve wrote - if the width or height is not a multiple of 4, some graphic file formats go wrong, at least png. I am not sure if this is a real bug...
Title: Re: Towers of Magic
Post by: Milos Gulan on November 15, 2016, 07:23:49 AM
Not sure about that, but it may be :) Anyway here is my Ogre pic in normal non attack mode. I will need to render it later and make sprites and icons.
Title: Re: Towers of Magic
Post by: manikus on November 15, 2016, 01:00:38 PM
It is kind of a bug with DC that images sometimes display weirdly - as shown in the screenshot, kind of diagonal and stripy. I'm not sure exactly what causes it (seems to be inconsistent) but from memory (from a long time ago) it may not occur when images have dimensions that are multiples of 4 pixels.

It's actually a PNG thing. Unfortunately DC is not the only game I have that does this. As Dinonykos said, they have to be a multiple of 4 in width. actually it might be a DC thing in the sense that it is an old PNG thing. The code to  handle PNG files is what, 16? 17? years old?

If I knew anything about the CDX code (where the graphics formats are defined) i would fix this and add GIF support. ;)
Title: Re: Towers of Magic
Post by: Milos Gulan on November 15, 2016, 02:59:18 PM
Here it is :) I still need to do sprites then I will do random encounter in town. I am not sure if I will know to do this, I think it is done with zones, but I will ask probably if I don't know how it is done.

Btw my first large size icon. I was thinking how much time and effort was needed to do icons like Uatu and Dinonykos did. I mean they are doing great work.
Title: Re: Towers of Magic
Post by: Dinonykos on November 16, 2016, 02:02:12 AM
I guess you did your icon based on the 3d model - I think the approach is thus very different. For me and especially for Uatu, huge icons mean a lot of work because we kind of draw them "by hand. The challenge is quite different if you make icons based on 3d models-  I guess that small icons are in some way more challenging with the 3d model approach.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 16, 2016, 03:58:01 AM
Yes, icons if done with 3d tools most of the time need a lot of postwork to look good like those drawn by hand. I am hoping that I will recolor them eventualy. But most difficult part of the challenge with 3d for me at the moment is to fit all things together and make that some part of the clothing doesn't look bad. Also collecting of the 3d models is a serious things and without them You can't work effectively. But I am guessing that for scenes it is relatively good solution, though I have to admit those pro artist does scenes better, but it is probably also a lot more work.

Just for illustration here is where I did made a mistake but it is not that obvious in smaller pictures, I didn't saw it as I did first smaller picture for 640 resolution :/. Anyway now to sprites and then a bit playing before I upload my design. I am glad how it is going but I would like it to go faster, and for that I will have to dedicate more time to designing and will have to make some cut offs in my other free time activities :)

Btw red line is big mistake and yellow is smaller
Title: Re: Towers of Magic
Post by: Milos Gulan on November 16, 2016, 06:02:31 AM
I think I am getting better, I will have two version of this sprite one moving to the left and one to the right. I am not sure if it is possible in DC that they move in animation way like that creature is approaching. I tried but I couldn't make it move, only option it seems is that I can show one sprite on screen. I did first largest picture, 2 more to go.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 16, 2016, 01:43:06 PM
I have finished Ogre, now I will need to shape up underground a bit more and upload my design. It will probably happen at Saturday or maybe later depending when my dad will return from Belgrade. I might work till he comes back then I will upload it.

Here is what I have for now...
Title: Re: Towers of Magic
Post by: manikus on November 16, 2016, 01:46:50 PM
I think that Dinonykos is right, all else being equal, small icons are easier for people hand-drawing them, and large icons are easier for people rendering them. :)

Milos, I don't know how long you spend on each image, but I've been doing this for over a decade and know how to use Studio as good as anyone, and I spend at least 40 minutes setting up a small picture/portrait for use in DC, and at least 15 minutes setting up for icons. If I am going to do a render to post in a gallery somewhere, it is not uncommon to spend an afternoon. The caveat is that I do make a significant portion of textures that I use, etc.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 16, 2016, 03:57:10 PM
I don't know either, but not too much I think. Only problem is that my computer is old, or maybe even very old now, and that I like doing something else while working with studio and that is almost impossible when trying to work on a scene, but it is not much of a problem if working with only one character. I also have old (ancient) lap top and I use it for downloading and storing 3d models or to do something like reading the forums ect.

I mean to summ it up, to set up a character is easy if You have good models to use :). and thank God everything for me is now workable but it still needs a bit of effort, but I definitely like to work with 3d and I am hoping that I will be able to work with DS and similar programs (Blender,ect) in the future.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 20, 2016, 10:21:24 AM
Here is new version of Towers of Magic | Size: 33mb | http://www.reonis.com/gulan/TOM/DC_ToM_r640.zip

Resolution is 640*480. I have fixed some things but there is still a lot to be done. It iz zipped with 7z, in zip format, because I can't upload 7z on the site. But 7zip can unpack it without problems.

What I have done is added new creature in the underground, that is Ogre beside adding a lot of starting PC characters (every class except humanoids). Also I have started to work on evil PC campaign (beside good in the evil underground).

It is still a bit rough, inn in the underground is missing evil NPC-s if I remember good and I will need to fix it first then smithy.

From tomorrow I will be starting to work on this module a bit more serious, beside working on my books and I am hoping that I will have something playable till new year at least that is my goal.
Title: Re: Towers of Magic
Post by: Milos Gulan on November 30, 2016, 02:44:12 PM
I planed all encounters for rooms and step events today, and should have started working on them but I also opened DS and made this barmaid. I plan to add dagger and she should be Thief level 2. Need to do sprite and icon for attack position and portrait. I will probably do guard next.
Title: Re: Towers of Magic
Post by: Milos Gulan on December 01, 2016, 06:00:28 AM
I was thinking yesterday that I should post my characters in the art thread for tohers to use, I might sort them and put on the site but for now I will try doing this first. Here is how portrait of Barmaid looks like, now I need to do sprites and another attacking portrait.

Title: Re: Towers of Magic
Post by: Milos Gulan on December 02, 2016, 03:17:29 PM
I had 2 good days, and I figured how to attack evil characters in the inn and pass good ones. I will use that probably for most of the places from now on. Here is how Inn looks now, I still need to add things and improve it but for now here are few screenshots. Now I will try playing NWN a bit more, it is really a great game :)
Title: Re: Towers of Magic
Post by: Milos Gulan on December 03, 2016, 01:56:32 PM
I think I actualy might make something till New Year, though it might involve cuting off eastern part of the town and possibly orc underground lair.

But new is I have fixed encounters in tower and now they are random with nice treasure as they are in the woods. Now I need to make town more functional and I need to switch to white background for all portraits.

There is some bug with my event with opening door (can be seen at picture 3) when door turn from stone wall to wooden wall. I hope I will figure how to fix it, I tried replacing all building wall with wood but at start it is still stone wall at the doors :/

Here is how it looks for now:
Title: Re: Towers of Magic
Post by: Milos Gulan on December 05, 2016, 01:24:39 PM
I have converted all portraits to have white background like on pictures in previous post :). Somehow I think it looks good. Now I will try to do town encounters and finish 2 guilds in western part of the town.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 25, 2017, 12:20:01 AM
Here it goes, this should be over for the New Year contest but at least finaly everything is WORKING :), that is for my druid and 4 NPCs, I played 3-4 hours and most of the spells worked as they should :). There was only 2 minor bugs, I started to fight dragon and was thinking that I might kill it and get treasure and turned Greenshot on... but game froze at 2nd screenshot and I needed to close it. Later I was replacing dead NPC partymembers and got 2 new 2nd lv characters but when I tried to view cleric some error number poped up and game crashed. I tried doing the same thing again and it worked. You can see it on the screenshots.
Latest version: http://www.reonis.com/gulan/TOM/DC_ToM_r640.zip

Now spoilers... actualy I will repeat what needs to be done just for people not to wonder around too much as I still have lots of things undone. But what You need to do is to earn 100gp and buy Adventurers Guild Membership (large building in the SE). They will send You on the mission in the woods. And spoilers probably can be read, they will probably redusce a bit more chaos and not reaveal that much:
After traveling to woods You need to find entrance to the tower. Inside You need to find wizard that will join You but that probably will not be easy but wizard with fireball will sure be helpful. If You have dead party members You can go to town and replace them with higher level NPCs that will cost gold but You probably will collect enough to hire 1 or 2 or maybe more. Then You can clean up the woods. Now this is not finished and well I will keep working on it, probably will need to have a temple for resurection of dead party members too :)
Title: Re: Towers of Magic
Post by: Paul R. Stevens on March 25, 2017, 11:22:11 AM
Quote
but game froze at ...... error number poped up and game crashed.

You have often said that you would like to be able to help
with Dungeon Craft development.  Yet you do not help with
the easiest thing: Properly documenting bugs.  If you were
to record your gameplay and report engine failures in a
way that they can be fixed, you could be a very valuable
member of the development team.  Testing is very important
but of no value without feedback!
Title: Re: Towers of Magic
Post by: Milos Gulan on March 26, 2017, 02:00:39 AM
That is my intention. I am still surprised how you guys are dedicated and quickly fix things for the best.

But You will have to forgive me this time. I have installed DC after I think 2 months pause, and lately after playing 2 adventures with FRUA. I was with mom day before for eye control and later fell asleep and slept too long till 1am and then after I realized I couldn't sleep I started working on my mod and playing it till the morning.

It was just good time and those bugs were minor and I just was in process of creation so I forgot about that I should make pause and document them. Sorry I will try to do better next time because I surely want to see DC working great because I really think highly of it.
Title: Re: Towers of Magic
Post by: Paul R. Stevens on March 26, 2017, 08:57:36 AM
Quote
You will have to forgive me this time

No problem.  There is nothing to forgive.  You have made
no promises.  I just think you are passing up an opportunity
to do what you often have said you wanted to do: be a part of
DungeonCraft development.  And such help would be very
constructive.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 27, 2017, 06:22:43 AM
Ok, I will try to be more serious. I definitely want to help with DC and to be part of development. I would like to learn and do things good like more experienced people here, meaning I need to get into things and learn to do things better like for example Dynonikos and others :). I will need to sort my priorities, and I started to write long post about my plans but I am not sure if anyone would like to listen to it :) so for now I need to make my mod work better.

I need to modify this picture as I have changed my mind about making a wizard, it seems easier just to redo this picture. Now off to town to pay electricity bills then I will start working :) And yes I will need to make my site better and to store my playings with DC in screenshot pictures in PDF.
Title: Re: Towers of Magic
Post by: Dinonykos on March 27, 2017, 10:13:30 AM
Dear Milos,
I have several times played around with your "Towers" design and my impression is that you have nice ideas, you also obviously can do nice things with 3d art as you have showed in other posts, but "Towers of Magic" for seems quite empty to me - probably because it is too big.
My humble advice would be: Start with small designs, at least in the beginning, but fill them with "life".
The advantages would be that
Title: Re: Towers of Magic
Post by: Milos Gulan on March 27, 2017, 10:52:50 AM
Thanks for advice, yes starting with a little bigger module might look like a mistake now :) but I have done a lot to make things look good, including drawing maps ect. I know it looks empty and unfinished but I need to fix that :). I have already started drawing map of the world and I should make next town expansion to the south. But for now it can be played, though I know it is a bit unfinished.

And it needs playtesters, and I need to make playing interesting. Sorry for the mistakes, I am hoping that I will fix things trough playing and make it better. Bear with me I know my work is not yet perfect :D

Anyway new modified Wizard's portrait...
Title: Re: Towers of Magic
Post by: Milos Gulan on March 27, 2017, 02:49:12 PM
Here is my latest play session, You will need this program or any other that can open cb7 files http://www.cdisplayex.com/
This is cb7 file, http://www.reonis.com/gulan/TOM/ToM_Adventuring_01.cb7
There was some problem with enlarge spell but it didn't crashed the game so I continued playing and try to see if it will happen again and it didn't at least two times. Later I went trough woods and got tpk-ed by drider who kept shooting arrows from afar :)
Title: Re: Towers of Magic
Post by: Dinonykos on March 28, 2017, 03:01:36 AM
And it needs playtesters, and I need to make playing interesting. Sorry for the mistakes, I am hoping that I will fix things trough playing and make it better. Bear with me I know my work is not yet perfect :D

Concerning playtesting:
I am sure there are always people in the forum who would be ready to playtest (including myself), but it is time consuming and may take hours of work if you take it seriously. Thus,
in an earlier stage of your design, you should only ask others to playtest if you need feedback to a certain problem, and this problem should be precisely named. Apart from that, I would only ask others to playtest if you regard your module as really finished. Otherwise, it is quite frustrating for the testers.

There was some problem with enlarge spell but it didn't crashed the game so I continued playing and try to see if it will happen again and it didn't at least two times.
Dear Milos, this is exactly what Paul mentioned earlier. What you could do is, e.g., make a mini-mod in which a spell caster can cast that spell and test several times more to see if the problem occurs. Keep in mind that bugs in DC will also annoy people playing your design, particularly if they make the game crash like the ones you described above.
Title: Re: Towers of Magic
Post by: Milos Gulan on March 28, 2017, 09:51:04 AM
Ok I will try, thanks for the suggestions. I think my main goal for now is to make my mod interesting for playing and replayable. I will try playing Your mods and hope other people will try playing mine too. I need to continue to play that dwarven module. Somehow I got busy and forgot about it. Anyway I have finaly realized that somehow I best concentrate when I work on my old lap top, that means DC and FRUA, I can play them while working other things on my desktop.

Ok for now I tried to make food hunger events, and that is for every 6 hours party to loose 1hp. They could buy drinks and food and heal 1hp or more, but I can't make this last work. It would be really cool if I could make it and that people could buy in the inn drinks and food that could heal HPs and on other stores.

Now my plans for this adventure, I guess it contains spoilers so I will write in white, though I am not sure if it will do it as planed but for now:
1. Guardians guild - Protection of town, fighting small and maybe few larger skirmishes
2. Traders Guild - Making route to woods safe, defending caravans and building a post there
3. Explorers Guild - Explore woods and bring some magical items, possibly find a tomb of old civilization
4. Smugglers guild - Scout the woods and find any adventure interesting sites
5. Adventurers Guild - Improve this quest
6. Demihumans - Will have to think about this, but it will probably scouting and conquering the town.
Title: Re: Towers of Magic
Post by: Milos Gulan on April 04, 2017, 09:45:53 AM
I have made food items. Common food and drinks will heal 2D2 HPs and really good will heal 2d3 HPs.

Also there will be hunger events that will happen every 6 hours and they will reduce every party memeber HPs by one.

Thanks everyone who helped me achieving this, though I still don't know how to change drink into eat but I am hoping that I will learn that in the future.
Title: Re: Towers of Magic
Post by: Milos Gulan on April 05, 2017, 12:47:40 AM
I have recovered my lost evil NPC portraits and icons from 1024x768 mod and corrected things, and good thing is that I saved a lot of time not having to do it from start.

Now I was thinking to add them to town encounters. Probably will have one with full party and few with low level mosters lead by one of the evil NPCs.
Title: Re: Towers of Magic
Post by: Milos Gulan on April 08, 2017, 11:05:50 AM
I have made first template for any character with portrait, meant to be used with any NPC that I don't have sprite or portrait for. Maybe I should make icon too, but here is what I have for now.
Title: Re: Towers of Magic
Post by: Kaz-Keith on April 08, 2017, 02:17:56 PM
This is an awesome-clever idea there Milos!
Title: Re: Towers of Magic
Post by: Milos Gulan on April 09, 2017, 12:25:01 AM
Thank You very much. Here is the icon too, it works good only that it seems there is a bug with a club as it seems there is a problem with attacking with it so NPCs just guard instead. In editor in Weapon type it stands hand held, thrown and that is probably a mistake. Will need to submit bug :)
Title: Re: Towers of Magic
Post by: Dinonykos on April 09, 2017, 03:32:09 AM
This is an awesome-clever idea there Milos!

To be honest, I have not yet understood the idea. Or is it that the face of the NPC is not visible so that you can use different protraits with him?

In any case, the different "zooms" to the character in the portrait, sprite and icon look very convincing!  :D
Title: Re: Towers of Magic
Post by: Milos Gulan on April 09, 2017, 11:42:54 AM
Yes that is the idea. I need one or more universal looking sprites that I can use any portraits with. I probably will do one more female and maybe one monster like characters, maybe even classes to like for example universal looking wizard.

That is just idea for now :) we will see how it will develop but for example this portrait and that sprite should be usable with any portrait like this one. In DC You would first see sprite shown above then some text with this (or any other) portrait
Title: Re: Towers of Magic
Post by: Milos Gulan on May 02, 2017, 10:38:06 AM
I am trying to continue my work on this, and here is what I have for now. It is a try to set up eastern part of the town and humanoid stronghold outside of town... My plan is to run an evil character and bring him to eastern part of the town to infiltrate wizards university and have some adventure :) here are picture of Wizards university and new female generic character (usual representative for any female), will need to render icons too...
Title: Re: Towers of Magic
Post by: Dinonykos on May 03, 2017, 02:11:53 AM
Nice art! Do I understand it right that this is going to culminate in one epic design?
Title: Re: Towers of Magic
Post by: Milos Gulan on May 05, 2017, 06:25:56 AM
Thank You, It should have happened that way :).

It may still happen as I have decided to not run any tabletop or online adventures anymore and just focus on making it. Btw I have tried to run this and played one session :) but problem is that I don't have good encounter tables for monster and treasure and for it to work good I will have to make them. Maybe some time later...

But I will need to work on those pictures first... and other things concerning this design. Trouble is I will have to study after summer but till then I will try to work as much as I can on my lap top though, my first priority will be my books...

I know time is ticking out and that maybe I will not be able to finish it soon or maybe at all but I will give it my best try :) for now I am trying to get Lifeguard licence and swimming 3 times per week for test in start of june, beside work outside, that is why this is a bit slower then usual :/ sorry everyone.

But on the good side I have decided to dedicate my time to this as I really like DC mods creating, developing and learning more than anything, and this forum is cool and people friendly. Now I know to make 3d art, I still need to learn how to make some nicer things with art and drawing, improve my scripting abilities ect. I was thinking to upload map of the underground and maybe ask for some advice about how to set rooms inside... also I have problem with english grammar, I need to find good spellchecker and maybe someone to read it first and check for mistakes.

One thing that I am currently not happy about is that design is half finished and that I can do much about to change it :) but I will try to make it as much as I can.
Title: Re: Towers of Magic
Post by: Dinonykos on May 05, 2017, 09:14:24 AM
Maybe the hint Manikus gave me in another thread may be useful to you, Milos:

I think it is very wise to break up the big epic projects into smaller, more manageable designs. Have you thought about building them in such a way as to combine them at a latter point? You would need "master" databases, by which I mean ones that included all the need things (spells, items, etc) for all of the designs. And I think you could assign a block of levels to each, 1-20 for the first, 21-40 for the second, etc. Not that you should do this, just something to consider. ;)

I could imagine this would work well with your Towers of Magic project.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 06, 2017, 04:28:38 AM
Thanks for Your comments D, they really make me think about my work to improve things :).

Mistake I have made is that I have gone to woods instead of working on Eastern part of the town... But back then I didn't had models to do it in 3d and it was more interesting to go on to adventure to towers of magic :) My first idea was to do something like DL test of wizardry (test of the high sorcery) but later I didn't thought much about it...

Anyway during the creation process I have made Humanoid stronghold in the woods that became 3rd important map part of the module (or at least big :)) ), trouble is it will take time to detail it but I need to do it also because there is main plot of probably a dragon and some necromancer that need to be stoped to take over the city...

Now another bad thing is that I am a bit slowed down by my outside work but I really would like to make it work and would like to have two sides (or more later like elves, dwarves ect): evil ones that can be also played and like for example minion of sauron that wants to infiltrate and take over town and good side that needs to defend and destroy evil stronghold before exploring more of the continent :)

That it is in short now, there is a prophecy that some heroes will show up and stop humanoid attacks on the town once for all but I need to work it out and add even more to the city like underground and part with port (and skyport).

Btw there was also one short fanfiction FR story called Sanctuary or something like that I have read before 10 years or so. It was really nice I think that it was about a place for humanoids that were not evil like for example half orc, drow worshiper of elistree ect... I was planing to create something like that too in the forest and that will probably be expansion of the forest. But also my plan was to create few air levels where adventurers with flying could adventure and battle in the air some flying monsters that also could be done in town and well also adventures on the roofs for rogues...

But lol need to work things right now I am doing a render for a mothers day and will try to create a pirate girl for this module too... And today is St George btw my patron saint day, my family celebrates it so i have two days free including tomorrow...

Btw I was thinking about Your modules last few days and my opinion is maybe that those stories should be in one module and when You finish one just stat another in the same module. But of course I am still new to module creating and I know it is all hard to do, and I need to learn a lot from others before I actualy make things good.

But what I have learned is that I really need to make a good plan in order not to make any more mistakes because time is very precious :)   
Title: Re: Towers of Magic
Post by: Milos Gulan on May 06, 2017, 10:08:49 AM
Ok here is the picture of humanoid HQ, will write more about it later...
Title: Re: Towers of Magic
Post by: Milos Gulan on May 06, 2017, 10:14:49 AM
Ok now I am doing room 14 and 15 on the left page... Room 5 should be connection to the underdark and eventualy to the underground of town. I need to do art now to finish things. Btw I was thinking to make 4 or more party members that should be evil and champions oof this dungeon. Will try to role play them :)
Title: Re: Towers of Magic
Post by: Milos Gulan on May 06, 2017, 01:21:55 PM
And I have finished this :) will need to try it but I will leave it for tomorrow
Title: Re: Towers of Magic
Post by: Milos Gulan on May 07, 2017, 12:56:16 AM
And here are my first NPC walls, though they are not yet good as Dynonikos's but from front they look good. Also I think I will do things to activate on look and search like conversation with NPCs on the street ect though I will have to work a bit more to make things right, but at least Humanoid HQ looks a bit better now.
Title: Re: Towers of Magic
Post by: Dinonykos on May 07, 2017, 02:10:01 AM
If I understand correctly, the lower example shows a character who always turns his front to the party - I think this looks good.

The character in the upper example looks a if you used only a frontal picture of the character to generate views from the side - this makes the character look flat. If the character shall always look in the same direction, e.g. northwards, you need at least 4 different pictures of that character.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 07, 2017, 02:30:00 AM
That is right.

I don't know to do character walls like You do :) I wish I could. I will copy Case.dsn (design with Sherlas :)) into my DC work folder and see how it is done and if I can maybe learn a bit more about walls for furniture ect. And I think I will need to clean the place to see what else is there. :) Nice design definitely.

If maybe You could tell me in short how to do character walls that they look nice from all perspective, I would like to learn it. I hope it is not to much to ask, now I need to go to vote for town elections :) better to be on my way...
Title: Re: Towers of Magic
Post by: Dinonykos on May 16, 2017, 05:42:37 AM
Milos, if you like, as I already offered you earlier, you can post pictures of a character from front, left, right and back in good resolution, then I could post how to make an NPC wall out of him/her. I will also not forget about doing a demo design concerning this topic, but I have not so much time to work on designs at the moment.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 16, 2017, 06:07:06 AM
Ok thank You. Here is my latest work, I was thinking to do one boy and a girl character for all and was thinking about underwater adventure. To the south I should do expansion with port and this captain like character girl should do good :). I think I will work more about it.

I will try to make better sprites but for now I will keep on doing like this :) no time for that now so I will just try to learn it eventualy and wait for that minimod :)

What happened in reality in my beach is like in that mod Case of Stolen Masterpiece, I got 30 new beach seats stolen and it seems at least 2 nearby beach got hit as well. I was in real trouble during weekend but now seems eveverything under control. 80 seats left but 40 needs to be repaired :) now I will need to take my mom to doctor and then I will try to see what can be done.

At least I have updated DC to newest version :) Sorry for me being a bit worried.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 16, 2017, 11:53:23 PM
Ok, I think I have figured how to do it. I will have to make some additional renders for side views but it will be better then the walls made with default wallgen. I hope I can make it better :). Here is just for my info to see how to do it from Dinonykos mod
Title: Re: Towers of Magic
Post by: Dinonykos on May 17, 2017, 12:17:41 AM
It depends a little on what you want. The NPCs in "Case of the Stolen Masterpiece" all turn to the party, since their front is always shown. I thought what you want were NPCs which show their backs if you appear from behind. For these, you'll need character views from at least 4 sides.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 17, 2017, 03:05:33 AM
Hm... back now that is an interesting thing :) ok I will have to think about it and maybe to have all 4 sides of person wall that is 4 walls. One wall for front, one for back and two for sides. Here is my try with just one wall with edited sides. It seems wall gen does not very good work when sprites are used and it seems to be better to make them on my own. But wow 4 sides walls now that I will have to try :) but later atm i still have flu and will need to take a rest. Ty for your comments and help...
Title: Re: Towers of Magic
Post by: Dinonykos on May 17, 2017, 04:58:32 AM
That goes in a good direction, I think!
Title: Re: Towers of Magic
Post by: Milos Gulan on May 17, 2017, 09:04:51 AM
Thank You, yes it seems so. Ok here is 4 walls for each side of character. I think I have made it... only that I will have to move it a bit up to look that she is standing in the middle. Will have to work on it a bit more :)
Title: Re: Towers of Magic
Post by: Dinonykos on May 18, 2017, 04:26:45 AM
This looks good.

I think I have made it... only that I will have to move it a bit up to look that she is standing in the middle. Will have to work on it a bit more :)

Concerning the position of the NPC - most of my NPC walls handle it that way that the NPC is standing at the edge of the square, just like walls. Alternatively, you can do NPC walls which look like the NPC is standing in the center of the square. This might be a little more difficult to handle. It depends on what you want to achieve.

In case that you want to do things like the party sneaking behind the NPC or surprising him/her from behind, it might be better to position the NPC wall between two squares, this allows you to use one event for the front and the other for the back of the character.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 19, 2017, 02:21:57 PM
You might be right. I will have to think about it and try it again :) Will need some time, but probably will do it for the weekend.
Title: Re: Towers of Magic
Post by: Milos Gulan on May 23, 2017, 10:52:34 AM
I have made it thanks to Your help, insted of 4 i have 2 walls with all sides :) here is how it looks. I have also made back sprite :) for sneaking type of events.

Title: Re: Towers of Magic
Post by: Milos Gulan on May 23, 2017, 10:56:58 AM
Now I will need to do male version :)
Title: Re: Towers of Magic
Post by: manikus on May 23, 2017, 12:32:14 PM
Nice work, Milos. 8)
Title: Re: Towers of Magic
Post by: Milos Gulan on May 23, 2017, 12:49:05 PM
Yes, Thank You very much :) I better do male version. It probably will be a bit higher then low commoner, then I will probably need to do a lower commoner like that female in brown :) I better get to work. I finaly have learned how to do it but will need to work more to achieve Dynonikos level of skill
Title: Re: Towers of Magic
Post by: Milos Gulan on May 24, 2017, 06:28:09 AM
I have finished it :) here is how it looks
Title: Re: Towers of Magic
Post by: Milos Gulan on May 24, 2017, 06:33:21 AM
And few more :) this looks so much better now
Title: Re: Towers of Magic
Post by: Dinonykos on May 24, 2017, 08:17:24 AM
Very nice!
Title: Re: Towers of Magic
Post by: manikus on May 24, 2017, 12:22:57 PM
Milos, have you thought about rendering the side views in perspective? I have posted cameras for Poser and DAZ Studio in the forum (you proobably already have them),
Title: Re: Towers of Magic
Post by: Milos Gulan on May 24, 2017, 03:36:02 PM
No I don't have them, can You give me the link please. I am not sure how that is done, but I am rendering side views already :) though there might be a better way.

Anayway here is a nice story, that I was inspired by, a bit older :) http://www.candlekeep.com/library/articles/sanctuary.htm
Title: Re: Towers of Magic
Post by: Mechanaut on May 24, 2017, 05:03:55 PM
I have posted cameras for Poser and DAZ Studio in the forum...
Where can one find the position/rotation info, to setup cameras for that in Blender?
Title: Re: Towers of Magic
Post by: Milos Gulan on May 25, 2017, 05:26:59 AM
I don't know but I think I am making a mistake that I don't use Blender.

Anyway time for backup of design and I will need to redo a bit tower, need to make separate ending for good and evil party and make a small village in the woods before working more on the undergorund of the forest.

Now I will need chest sprite/walls. Will need to see how Dinonykos is doing it first :)
Title: Re: Towers of Magic
Post by: Milos Gulan on May 25, 2017, 02:46:45 PM
Here is the new version http://www.reonis.com/gulan/TOM/ToM0001.rar

I have fixed walls with characters, added treasure chest wall (Dinonykous work till I make one). Toned monsters in tower now it makes sense and there are treasure chests to find (though I don't know how to make them to be opened by Open Lock check, I have made it with 50 or 30 but it is always fail result so I removed that). There also seems to be a problem with choosing walls, sometimes editor crashed while choosing a wall, maybe just randomly or maybe when moving to a different wall page set.

Also I have made a small village, have to put evil character check. I have added food checks and shop for food in village so characters will have to eat :). Village is called Forest Towers, and Towers of magic is stronghold of humanoids that needs to be conquered from both eveil and good parties.

I was also thinking to make random starting place event, or that after choosing where to start, will have to think more about this... Also will probably do male or female leader question (will have to think about this too, but it is for the story events). And that is it, for now I have been testing it a bit with evil party, it works though underground evil base (will need to think a name, but clan is Dragon claw probably) is still less then half done.

And finaly here is what happened when my good looking evil party entered the inn in town :)
Title: Re: Towers of Magic
Post by: Darcnyss on June 01, 2017, 09:43:59 PM
Hahaha! Now those are barmaids you don't mess with!
Title: Re: Towers of Magic
Post by: Milos Gulan on June 03, 2017, 12:36:28 AM
:) Right. What I was thinking to do next is to redo my orcs and trolls and make additional walls sprites like I made these new ones. It will be much more interesting to see orcs and other monsters moving around.
Title: Re: Towers of Magic
Post by: Milos Gulan on June 06, 2017, 10:04:33 AM
It seems summer is starting and I will have to switch to summer work routine. I hope I will be able to work good and continue with this as I have all on my old lap top, only that I will not be able to make renders with DS as it is on my desktop. I am not sure how it will go but it remains to be seen. Real work is starting about 15 july but I expect that I will start to work about 15 june. I will have to go to lifeguard course from 9-15 june and I probably will bring some notebooks and draw my maps there in free time :)

Anyway, I will try to be here as much as I can and make this module look better. It is definitely important for me but I have to take care of some more important things first :)
Title: Re: Towers of Magic
Post by: Nol Drek on June 06, 2017, 11:40:57 PM
Good luck running your beach this summer, and congratulations to Montenegro for joining NATO.
Title: Re: Towers of Magic
Post by: Milos Gulan on June 08, 2017, 02:24:03 PM
Thank You very much. I need to take lifeguard course tomorrow for a week. Today I went to health check and they almost turned me down day before but I went to see specialist for legs and he said it is ok for me to do it :D so I am going tomorrow to try to get licence for lifeguard and will be off for a week. Will try to stay in touch :) probably will not have internet there :/
Title: Re: Towers of Magic
Post by: Milos Gulan on June 21, 2017, 02:49:34 AM
I am working on town expansion first south then hopefully north. That might leave even more unfinished locations but it is needed. Also, I might try doing underground. I will draw that first then do in editor.

I had a nice dream me moding :) so I better get working.
Title: Re: Towers of Magic
Post by: Milos Gulan on June 23, 2017, 02:11:26 PM
I have started mapping in my notebook and have finished two parts of southern part of the town where harbuor is. I have decided to have first floor and 3 more above and 2 levels of underground for every part of the map. It will be huge but I hope I will do it. Now I need to do 2 more parts of northern part of town where farms and library will be.

I could use some ideas for building btw now :) I have library, clerical university, wizards university, fort, church, harbour, beach, farms, werehouses, guilds, fighters training ground, theater (with rogues guild), some poligon for improvised athletics ect. But I guess I could add some more interesting buildings in the northern area just need some ideas.

Anyway that will be it... 6 parts of town and 2 parts of woods with underground evil fort that will be connected to town trough underdark. Then I will try adding some random encounters and adventures :)

I will post some pictures from my notebook soon.
Title: Re: Towers of Magic
Post by: Mechanaut on June 23, 2017, 06:22:59 PM
I could use some ideas for building btw now :) I have library, clerical university, wizards university, fort, church, harbour, beach, farms, werehouses, guilds, fighters training ground, theater (with rogues guild), some poligon for improvised athletics ect. But I guess I could add some more interesting buildings in the northern area just need some ideas.
Bathouse. Stables. Shipyard. Arena (gladiatorial contests, chariot races, navel battle reenactments). City Hall. Town Square (perhaps with statues). Merchant's Bazaar.  The Bazarr could be a big tent, leading to an interior map.
Title: Re: Towers of Magic
Post by: Milos Gulan on June 24, 2017, 12:07:36 AM
Thanks for ideas, here is what I think about them and how they would fit into mod:

Bathouse - Cool idea, but I have lake near and beach in town near docks, so that will do :)
Stables - I have them
Shipyard -  Very good, I have made docks but I miss this :) I will dedicate one part of them for shipyard. I was thinking about one but forgot it while did mapping.
Arena - I am not fun of blood or dangerous sports, and this should be good town. There is some place for improvised athletics though.
City Hall - Already have this in castle.
Town Square (perhaps with statues) - Cool idea, park can do too :) thank You or some similar place
Merchant's Bazaar.  The Bazarr could be a big tent, leading to an interior map - Also good idea, I have something like merchant quarter maybe I should make some makings shops too.

Thank You :) Will try to add new things.
Title: Re: Towers of Magic
Post by: Milos Gulan on June 26, 2017, 01:35:34 AM
Ok here are the maps last maps doesnt have a key because I have forgot to add it but big building is library with parks on both sides and others are farms and homes of heroes of town (something like Elminster ect)

Now I will need to map all that in DC except 2 that I have already done. New thing will be wall around town.
Title: Re: Towers of Magic
Post by: Dinonykos on June 26, 2017, 02:42:55 AM
This looks quite impressive. It might be a real challenge though to make such huge and well-ordered localities feel alive.
Title: Re: Towers of Magic
Post by: Milos Gulan on June 26, 2017, 03:51:14 AM
Yes You are right :) it is bigger then I have planned :) but I will try to do it. I just need to make some story for those places that are not finished, probably they will be under attack :)

But it will be a playground for any other adventures I might add to it :)
Title: Re: Towers of Magic
Post by: Milos Gulan on July 17, 2017, 05:37:15 AM
I was really busy lately and from now on I expect that it will be better and I will start working on the beach. Good news is that we fixed electricty there and I expect to be able to continue my work on this module. Bad news is that I will not be able to work in DS and create my own characters which I really like but here is some art that I have gathered so far and maybe it can be used for some NPCs or something else https://www.pinterest.com/milosgulan77/
Title: Re: Towers of Magic
Post by: Dinonykos on July 18, 2017, 02:09:43 AM
I hope you are not affected by the wildfires?
Title: Re: Towers of Magic
Post by: Milos Gulan on July 19, 2017, 05:10:32 AM
I am not, the hill across bay is totaly under fire and yesterday before night was like Mordor visited us. There was huge smoke atop of the hill and above great mushroom of smoke. It looked like volcano from Mordor to me and I was just sad. Two planes were droping water and they stoped fire for some time and possibly for good that were spreading toweard homes, I am just sorry that I didn't have camera with me and was too tired to go to home to take it.

This morning all around was smoke andit was so hard to breathe, though fires toned down they still were visible and it was really just an awful sight. I remembered one australian movie I watched some time ago when they needed to go away from homes else they would get in trouble. I was thinking what would I do if things would get to my homes. I am just hoping that will not happen as those fires are still far away and on the other sides. I will post some pictures eventualy as I am tired now from cutting grass.

But big thanks for Your concern :) btw I am working on some 3d pics :) kinda really enjoy it from time to time.
Title: Re: Towers of Magic
Post by: Milos Gulan on August 06, 2017, 11:14:41 PM
I have not worked on this because I was too busy, but I am hoping that I will continue soon, and I really miss it :)
Title: Re: Towers of Magic
Post by: Milos Gulan on August 13, 2017, 05:16:39 PM
I have become PC+ member, I really hope I will do some better artwork for my mod from now on :) here is what I have did lately first pic should be new characters that will probably be basic NPCs and I will need to do sprites and portraits and icons of them :)
Title: Re: Towers of Magic
Post by: Dinonykos on August 14, 2017, 10:23:56 AM
Nice... what kind of creature is that grey thing?
Title: Re: Towers of Magic
Post by: Milos Gulan on August 14, 2017, 04:29:31 PM
Something like a drow or half drow :) but it was just a test render that I think turned good. It reminds me of Drizzt. I have got another that looks like Wulfgar but will work on that more later :) Was thinking how it would be good now to learn Visual basic and C++ that is something that I now really wish and will have to work on that :)

Anyway time to update DC from here and start to work on it again yay http://ua.reonis.com/index.php?topic=3598.0
Title: Re: Towers of Magic
Post by: Milos Gulan on August 14, 2017, 06:16:39 PM
Done maping southern part of the town where port is. I will need to do sea but fist northern part :)
Title: Re: Towers of Magic
Post by: Milos Gulan on August 14, 2017, 08:10:08 PM
I did half of the northern part too, better to leave ir for another time 3am now :)
Title: Re: Towers of Magic
Post by: Milos Gulan on August 15, 2017, 05:14:03 PM
I have finished with mapping of town, only that I have not done docks and sea to the south...