07 August 2011, 19:50 | #201 | |||
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It actually doesn't matter that much, because the game uses randomized values. Sometimes a character gains a few points more than the average and sometimes less, so you'll never get the exact values anyway, because they fluctuate. So defaulting to gaining a point less isn't a problem.
Unless the game would have used fixed point to begin with, it's impossible to get this to be completely fair. However, using this method is a lot more fair than it's now. Quote:
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I'm just saying it opens up possibilities. That such a feature is perhaps not so easy to use properly just means having to try harder. Good level design already isn't all that straightforward, and the more options you have, the harder it becomes when you actually want to use all those features. Not me. I want to use computers for that. |
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08 August 2011, 10:26 | #202 | ||
son of 68k
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I think i've been clear enough when explaining it. Anyway, just reaching that door without opening it, is way too easy (especially because there are several ways to do so !). It's the challenge, man. What do you mean, that i always came up with everything bad ??? Sure, but it's starting to mean that it's perhaps not a smart thing to do. Quote:
You're not even giving a single example where this can be useful ! Then use some paint program |
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08 August 2011, 19:02 | #203 | ||||
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As for the challenge, sure, I'll try Quote:
No, I mean have you tried to come up with some interesting 3D stuff? Quote:
To me, it couldn't hurt. It can at the very least enable the creation of more interesting environments. Quote:
It's all about flexibility, and the more the better, but as said this can make it harder to make anything good... which I don't think is a bad thing. |
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11 August 2011, 09:33 | #204 | ||||
son of 68k
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Good. If successful, just gimme the saved game. Then, next release will contain non-random level gains ! Quote:
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I fail to see any added flexibility here. |
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11 August 2011, 14:43 | #205 |
son of 68k
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Another thing...
I've seen that some custom dungeons (on dmweb.free.fr, for example) provide graphics.dat containing bag object, like DM2. But chest weight is 5 KG and custom graphics file cannot change this, so a bag weighting this much is a little bit too heavy, right ? DM2's bag is 0.7 KG and DM2 supports both chest and bag. This is what i did for my DM. I now have another significant edge over Csbwin But i noticed that DM2's chest is 5.6 KG, not 5.0 KG like DM1. Unlike DM1, there aren't many chests in DM2. So i kept DM1's weight. However i'm asking here : what would you do, facing that problem ? |
11 August 2011, 21:50 | #206 | ||
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I don't know about that... I'm writing a new system frame, though. My old one sucked badly, and I'm doing this one with the aid of the RKRM (which showed me all kinds of things I didn't know and enables me to do everything properly). Shouldn't be too hard once finished (getting close). It adds possibilities, especially when adding other features as well. Either one is fine, but I'd go for 5.6 simply to give the player a (very) small disadvantage. |
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15 August 2011, 14:12 | #207 | ||||
son of 68k
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It's not difficult to change anyway, but altering it could mess older saves up so i won't touch it for now. |
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15 August 2011, 18:30 | #208 | |
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Indeed Or...
The basis of the frame is almost complete, and I'm just ironing out loose ends and doing the necessary debugging. After that I'll add some more useful features and make a proper library out of it. Not really a lot of work left to do By the way, the RKRM is truly enlightening. I can't believe I wrote my previous frame without it That and not reading the autodocs more carefully It allows you to make puzzles that require you having to look at the environment in a way that's not possible with 2D. It also allows for more interesting dungeon layouts as a whole (you may see where you have to go from several levels up/down, but how to get there?). Quote:
If the change causes a not so small balance change, then it's perhaps better not to change that particular thing. Good reason, but why might it do this? |
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18 August 2011, 11:12 | #209 | |||
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Get a chest. You get 5.0 kg load. Save. Reload with new version. You load is 5.0 (it's not recomputed). Now remove the chest : 5.6 kg less - your load becomes negative. |
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22 August 2011, 18:47 | #210 |
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Not only that, but coding without the complete docs is just downright dangerous.
Doesn't have to be. Think DM2 with more varied environments. Yes, but only if it's a little bit, otherwise leave it unchanged or be prepared to do a lot of play testing. Yeah, that's a bad one for sure. I wonder why it does this? |
25 August 2011, 10:33 | #211 | ||
son of 68k
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DM2 isn't much more 3D than DM1, so what kind of environments there ? Quote:
I guess it was simpler & faster. |
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28 August 2011, 20:37 | #212 | |
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I have a problem with your nightmare dungeon, something that didn't happen before and I don't know what I did to cause it. The game generates the following message and then quits: type de timer inconnu. Any idea?
Perhaps, but it sucks when you think you're doing it right. Quote:
They could have just added a weight field to the chest data. There aren't that many chests, and each one would only need an extra byte. Couldn't be easier. |
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29 August 2011, 08:59 | #213 | ||
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Either use old program which made that save, or restart the game with new program. Alternatively if these aren't satisfying for you, i can somehow convert your save (if you give it to me). Quote:
Couldn't be easier, but not much logical if different weighted chests have exact same gfx. |
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31 August 2011, 17:53 | #214 | ||
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To me it's better to implement it in a more flexible way when it's easy and doesn't use up many resources (in this case the extra memory required is minuscule). |
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01 September 2011, 10:26 | #215 | |||
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(at least as a player i certainly wouldn't like that) |
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05 September 2011, 19:34 | #216 |
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Valid point, but it shouldn't be to hard to add a few different chests. Or better, have the bags from DM2 be a chest type. There could be a portable container descriptor specifying the container graphics, weight and the number of items that can fit inside the container.
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08 September 2011, 08:33 | #217 | |
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About the container graphics, it's like other objects in inventory or 3d view, apart you have the interface in inventory to put the objects in/out of the chest. This one makes things much more complex due you have to keep coordinate list of these cells and the whole game is hardwired to have only 8 slots. |
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03 October 2011, 09:29 | #218 |
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New release !
Changes this time : - No longer any broken exit (but i will put bad stairs back if nobody plays ). - A few levels and puzzles added here and there. - Dungeon #1 contains some new bones (will you find yours ?). - Clicking on letters (when renaming champions) now works (an old one, that is). - Game loads faster (check it). - A few potential deadlocks removed. - Some cleanup and minor cosmetic changes. - Script added to make dungeon copying automatic (just run the "run-it.script" of the relevant directory). - Dungeons have been given names. As a recall, grab the thing there : http://meynaf.free.fr/tmp/customdungeons.lzx ... and use option "x" of lzx to extract, not "e". As another recall, please don't mix files of different versions. I would care about compatibility if there were enough players, but... |
06 October 2011, 15:20 | #219 |
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@meynaf: I can't find this info anywhere, so I'm asking... Is your version working on plain 68000 Amigas? I have a Minimig with 4MB RAM and it doesn't work (goes back to the OS with an error).
Another thing I'd like to know is if your custom executable can be used with the original dungeon.dat and graphics.dat, to play the original dungeon. |
06 October 2011, 17:53 | #220 | |
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No, it needs at least a 68020 and Kickstart 3.0.
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