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#221 | ||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,355
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Quote:
I may do 68000 version if there is enough demand, but, as my dungeons are a lot bigger than original one, they may well become too slow. Quote:
Besides, if you want to play original dungeon, it will not work if it's crunched (my version does not support crunched dungeons). It may as well contain a few incompatible things if unused data isn't cleared (and sometimes it's not). To be safe, get the dungeon i've put for you in the zone. It also fixes a few bugs in the original dungeon. |
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#222 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,839
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#223 |
Registered User
Join Date: Aug 2008
Location: Spain
Posts: 527
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@meynaf: I have a Minimig with plain 68000 running at about 50Mhz
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#224 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,355
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You don't read the readmes, do you ?
I'll write here too : it's mainly because of vertical screen centering. But there may be some other cases i forgot. I admit i have used 3.x OS calls without much care in my system framework ![]() Indeed. I'll see if i can do that. |
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#225 | |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,839
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Probably skimmed over it too quickly.
Quote:
Did that as well, but there aren't many and I'm thinking of making it all AOS2.x+ compatible. |
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#226 | ||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,355
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Quote:
Quote:
![]() to gaula88@hotmail Btw. if you want to play original dungeon, why not just using the regular Amiga DM game ? |
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#227 |
Registered User
Join Date: Aug 2008
Location: Spain
Posts: 527
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@meynaf: because I find your direct AtariST port very interesting as a technical archievement, and because I'm looking for an HD-instalable version wich works in a plain 68000 with no errors. There's one, but it shows two pointers in KS 3.X systems.
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#228 | |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,839
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Thought it was 3.0+ (looked it up and my autodocs say it's V36, see elowars doc site
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Just faster? You mean it's turbo speed now ![]() Interesting, what kinds? Last edited by Thorham; 19 October 2011 at 22:34. |
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#229 | ||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,355
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Quote:
However if what you mainly want is an HD installable version, you may try my installer for DM Amiga 3.6 and tell me : http://meynaf.free.fr/tmp/dm1-inst.lzx Quote:
Also a function may have bugs in lower versions. Oh, I just rewrote stupid C code into ASM... The graphics.dat decrunch routine was very ugly. Believe me ![]() In dungeons, parts where you could lock yourself out. I prefer to avoid these. |
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#230 | |||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,839
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Quote:
And you can't trust the autodocs to document every last one of them. Certainly something to watch out for. Quote:
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#231 |
Registered User
Join Date: Aug 2008
Location: Spain
Posts: 527
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@meynaf: I tried your hd-installable in dm1-inst.lzx, and it works great! But I can't save the game, it gives errors when trying to do so: it has a directory called DungeonSave, wich is empty.
Does it expect a savedisk image there? Does it expect any kind of assing? thanks! Last edited by Gaula92; 21 October 2011 at 02:02. |
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#232 | ||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,355
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Quote:
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Strange it doesn't work. No assign is needed. It just must be run with correct current directory (the one where the executable resides), which should be the case when ran from WB with the pseudo-icon. You can run Snoopdos, try to save, quit (go back to language selection), Amiga-M to see WB again, then tell me what you get. EDIT: of course, it mustn't be run from a place that's write protected ![]() EDIT2: DM usually gives an error message (in yellow) in its dialog box when something goes wrong. What does it say ? Last edited by meynaf; 24 October 2011 at 09:45. |
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#233 |
Registered User
Join Date: Aug 2008
Location: Spain
Posts: 527
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Don't worry anymore, Meynaf, it works now, saving and loading is fast as lighting!
There was something... wrong with the file permissions. I decompressed the file again in the Amiga, keeping the file permissions intact with the "a" parameter. thanks! ![]() |
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#234 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,355
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It's been a long time, but i'm back here.
I want to make a poll : if i were to add new spells, which ones would you like to see ? I cannot add new gfx for projectiles. But i can add new potions, and spells that affect characters or objects in one way or another. Also informational spells which display some small text at the bottom of the screen, can be easily done. You're welcome to suggest not only the spells themselves, but also their rune combination and even required skill level to cast them (range in the game is 1 to 7 ; wizard and priest each have 4 sub-levels). I'm waiting for your proposals... |
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#235 |
Dream Merchant
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
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You cannot change projectiles gfx, but can you change the existing palette at least?
Dunno, like shifting fireball colour from yellow-orange-red to blue to make an "ice ball"? ![]() A "confusion" spell could be nice as well: you cast it on a monster and it turns around and cannot attack you for a while until the spell effect disappears. (Gfx for this could be the same as the "open door" spell) I always dreamt about casting spells on certain weapons (swords, daggers, ...) to add special powers. (Let's say recharge a fireball or lightning-bolt throwing sword; add Disrupt to a Vorpal blade; add poison to daggers and arrows...) Wouldn't it be nice to play with teleports, Portal-like? ![]() To run away from bad situations, a random "instant teleport" spell could be nice too. You just don't know where you're headed too! ![]() A resurrection spell would be the ultimate Archmeister Priest spell!!! OK, back to my den now! ![]() Last edited by skan; 02 June 2012 at 14:47. |
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#236 | ||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,355
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Quote:
If what you mean is a color remap, then it's not done on projectiles and would be difficult to add, as i don't know this part well enough. Quote:
Making a monster unable to attack for a while can imbalance the game if done repetitively. However, a spell that turns a monster in a random direction can be done. Is this what you want ? Quote:
Please describe with more details. Quote:
Only way of doing it is with same kind of object as flux cages ; see below, however, for why it's risky for gameplay. Quote:
That said, this and the previous one can be done by "marking" a destination cell with a spell, then using another spell to return here. Ambermoon does that. However, this would kill puzzles where the player is blocked and must solve the area to exit the place. Quote:
Can you make a map of your den so that it turns into a dungeon ? ![]() |
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#237 |
Registered User
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,039
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Due my Amiga browser bet with Phil, I started to finish hard dungeon.
Here is/was my list of DM engine requests: 1. Add automap support. 2. Add better/more item infos. 3. Add AUTO (optional) button to the fight (useful f.e. for shoot, punch etc). 4. Add enemy infos with names, max HP, extra things: like poison, no matterial etc. 5. Change place to show hitted enemy value at the down of screen. 6. Show hit values for shooting weapon, closing door, magic usage etc. 7. Change strange arabian signs on main game screen to YA, VI, OH etc. 8. Add spell config menu, assigned spells can be released by 0-9 keys. 9. Add outro support. 10. Load game from disk menu, not only via restart. If enough people agree, then meynaf will reconsider. |
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#238 |
Registered User
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
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Isn't that like asking for a whole different game? Just curious.
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#239 |
Registered User
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,039
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Seems you don't played meynaf's hard map.
Do you want to write on paper many big maps with many of hidden passages? Most items/monsters infos is available on dmweb.free.fr, I want to integrate this to DM engine only. Anyway you can read some infos, if you call new meynaf's spells. |
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#240 |
Registered User
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
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