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91
Dungeon Craft - Module Previews / Re: Towers of Magic
« Last 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
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Hacking UA / Re: Dark Sun?
« Last post by hans on May 16, 2017, 10:14:17 PM »
I would like to see a Dark Sun module that embraces the campaign setting and has a decent story. I was always more drawn to Planescape, with its roots in mythology, the lower planes, and planar travel, but I also see the appeal of a brutal and unforgiving desert campaign with warped magic, low technology, and gladiators.
 

I'd love to see one, too.   :glasses9: 

Sounds like a lot of work for anyone who tries, tho.
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Hacking UA / Re: Dark Sun?
« Last post by Nol Drek on May 16, 2017, 07:18:33 PM »
I would like to see a Dark Sun module that embraces the campaign setting and has a decent story. I was always more drawn to Planescape, with its roots in mythology, the lower planes, and planar travel, but I also see the appeal of a brutal and unforgiving desert campaign with warped magic, low technology, and gladiators.
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The press space option also occurs in case of short texts so that you may press space, but nothing seems to happen.

Shouldn't DC check whether the text event is longer than it can display all at once, and only display the "Space=last" text if it is longer?
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Dungeon Craft - Development / Food and Drink in DC
« Last post by manikus on May 16, 2017, 05:40:46 PM »
This topic I know to be applicable to myself, Dinonykos and SitlentThief. ;)

Ater ST brought this up the other day, I have been thinking about it in the context of Hero Craft where I have lots of special abilities that modify all kinds of things.
In my first attempt at using Food and Drink, I made them a life and death matter for the PCs. I think that ST was thinking along these lines, too. (Can't remember Dinonykos set up or proposed set up, exactly).

It's not that bad to set up as a designer, but it seems to be more realism than the players want.

Perhaps we can still add it, as more than just color to make the design feel more alive. :) I was thinking that when you are hungry, instead of losing hit points, one of your combat scores is raised (raised = worse) and when you are thirsty, a different combat score could be changed. And you owuldn't want to change these by a large number...let's say that hunger would affect thac0...hungry could mean thac0 raised by 1 and really hungry by 2 and food tracker at 0 could raise by 3.
You could even do similar effects for over-eating. :)

Drink can mean water, but it can also mean alcohol. Currently we have the ability to have something happen in a Tavern if a number is reached, being determined by the designer, as well as the point value of each drink. You could easily use this to chain to an event that would apply a similar effect to the PC. Drunk might mean that a forced Pass Time event occurs or it could mean that for the next 1 hour, the PC's thac0 is raised by 8, the hour after that raised by 5, the hour after that raised by 2. There are really so many different things you could do that wouls just add color to your adventure in a way that had impact on the game, but that wouldn't be showstoppers in the sense of ending the design on their own.
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Wow, Nol. Great work. :D
These icons are all fantastic. And you have now finished off the Marvel heroes. That is a big milestone. 8)
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Hmm - strange, I think I did try to press space, but I will try again and see!  (Plus, I want to play with sound next time...)

The press space option also occurs in case of short texts so that you may press space, but nothing seems to happen.
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Dungeon Craft - Artwork / Re: Anyone have Uatu's dying PC icon?
« Last post by manikus on May 16, 2017, 01:43:55 PM »
New spell art would be great. :) I think we have talked about elsewhere the spell art needed for illusionists. I would be happy to let you make as much of that as you would like. :)

If there are particular spells that you would like to be worked on, you should start a new thread, perhaps int he Development sub-forum with a list. :) I like making new stuff.
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Dungeon Craft - Development / Re: new as of engine 2.91: Arrow Key Movement
« Last post by manikus on May 16, 2017, 01:38:48 PM »
What Paul said. :D :D :D

I probably will od a 3.0 release, not because it's 3.0 per se as far as Paul and I are concerned but for the benefit of the world at large.
I consider releases to be what I post SourceForge. I use the most recent versions of the databases, and typically a release comes after a major round of bug fixes AND significant change to at least one of the databases (usually the special abilities database), and by significant, I mean something that changes game design/play. :)

I used to keep a most recent version of the databases in the forums, but that was causing a bigger headache than not - it was even more difficult for some people to determine if they had the most recent dataabases or not.
A look behind the curtain:
I don't have one version of a database that I work with. I have one for each bug as applicable and one for each new thing or upgraded thing. For example, I have the official most up-to-date spells database, an AURA spells database, an Override spells datbase, a "Web" spells database, a "Light/Dark" spells database, a "Outer Planes" spells database, a "Pantheons" spells database, an "Illusionist" spells database, a "new items" spells datbase, and a "new mosnters" spells database., Each of these spells databases has a corresponding special abilies database.
There are lots of moving parts here, but it's all modular, by which I mean I can finish the Light and Darkness spells without needing to change any of the other databases until completion when they will get added to the official databases (I only will add them to the other 'module' databases if they are necessary for completion).
I have beeen using this method for a long time - developed when nologgie was here and it's a great way for multiple people to be working on the databases. It just so happens that right now it's only me...
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As far as the engine (and editor) are concerned....

Version 3.00 will be version 2.99 + 0.01.
Version 2.99 will be version 2.98 + 0.01
Version 2.98 will be version 2.97 + 0.01
etc.   See http://99-bottles-of-beer.net



The rule is: 
1) Manikus asks me to fix a problem.
2) I fix the problem.
3) I add 0.01 to the version number.
4) I release a new executable.
5) I deny any knowledge of previous versions.

The engine very much resembles your wire-wrapped breadboard.
It always will.  There is no plan to clean it up.

Manikus will have to speak to his method of
releasing data and resource files.
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