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#421 |
Registered User
Join Date: Mar 2009
Location: UK
Posts: 457
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Ok, I did test DM pc version, and the behaviour is exactly the same as in DMCSB. So sorry about a misleading bug report Meynaf.
When there is no food, stamina increases when sleeping but reaches it's maximum at half it's real maximum value. When I tested it, it reached it's real maximum value I think because I was having the rabit foot or wearing some magic necklace. As when I removed theses items, I got the proper behaviour. There is a small difference between the PC version (3.4) and your version: when the character is starving, the food bar is empty in PC, in your version it's still show one tiny bar. Not a bug report, just an observation. Maybe the st version was this way. Now for some feature request if you don't mind ![]() I am using the new map now all the time, and would like to know if you can add it to the "tab" key too please? I just realised that I can wasd for movement and having the map on tab would be awesome. Another one: Can you replace the positioning of the party on the map which is a square, to be an arrow pointing to the look direction of the party in the new mapping system? If it's not hard work please add it. One last request, but I don't think it's feasible: Because of the map size, the game doesn't show the whole map on screen. Can it be made kind of zoomed out a bit to allow it to render wholly on a single screen? I doubt it's possible or easy to add but here I ask anyway ![]() |
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#422 | |||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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Yeah. Always shorter and better. Quote:
Sure. But with an automapper, exploring should be enjoyable enough. Quote:
Water decreases half as fast as food and it has always been this way. When in red, you can still rest, but your stamina will be regained very slowly (with trained characters). Lack of food alone has the exact same effect as lack of water alone. Beginner characters suffer more than experienced characters with lots of stamina. You consume more if you are overloaded or use a lot of mana. The automapper pauses the game so you will use less food and water than before if you spend a lot of time in it. If you sleep with all your three bars at their maximum, of course nothing will happen - unless both food and water are low. Quote:
I do mind ![]() Quote:
![]() But there a problem arises : you need two keys. As other people, using the rotated version, will need their key too. What's our pal Thorham's opinion on this ? Quote:
An arrow would kinda "hide" what's on the cell, as we have very few pixels here to draw things. I'd prefer not do that. Quote:
There you can rotate and see more of the map. In addition i'd prefer to keep it the way it is, as it somehow "hides" the real level dimensions, something a full map wouldn't do. Besides, using even less pixels would make it totally unreadable. |
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#423 | ||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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For example: Real time MMORPGs usually have mechanics that make it impossible for a group of players to defeat raid bosses if the group is under leveled. The players' characters will take too much damage, healers can't keep up with the amount of damage the tanks take, tanks can't mitigate enough damage with their abilities, the group can't deal enough damage so that the fight just last too long and the characters wear out, the group can't handle the boss' abilities properly. Then there's the non-boss units in the raid area which are usually almost equally impossible for under leveled characters. Works well enough for games such as World of Warcraft and might work well for Dungeon Master style games. On the other hand, part of Dungeon Master's charm is that the game relies so much on the player's skill, and so little on the characters' levels. Not that WOW doesn't require skill, but it's completely and utterly different from what's required in Dungeon Master. Quote:
Command line option. You could do it in hires lace. |
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#424 | |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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For DM it would require a full rewrite of the game rules i'm afraid...
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If you can't wait I can mail you with something playable (using place holder graphics, of course). Which would be what ? Errh, sorry, i think i'll pass on this one. Switching from the normal 320x200 to interlace mode doesn't please me at all... |
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#425 | |
Registered User
Join Date: Mar 2009
Location: UK
Posts: 457
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I don't mind a command line option.
Even better is to have both mappings supported by default (one on tab and the other on the key above it "`". That would keep it in line with the the "*" and "-" map keys for the numpad way.) Quote:
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#426 | |||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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Perhaps a simple switch? You could use the switch to toggle the map mode and have two keys to activate the map, just like you have two sets of movement keys. Quote:
Why not do it the way it is now? When you have the compass, the map says which way you're facing. |
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#427 | |||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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Well, we could start by a simple map without any unit, and then add things one by one. Then you will tell me when it reaches the "playable" state ![]() Quote:
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I don't think changing the screen mode of an intuition screen "on the fly" is something straightforward, provided it's just possible. That would mean showing a map with letters N,E,S,W linked to the party facing and not to the map itself. I find that... misleading. |
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#428 | |
Registered User
Join Date: Mar 2009
Location: UK
Posts: 457
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As long as there is no key shortage why not? if not then as you said, replacing the "-" with the tab key would be perfect
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It's not important to be readable or even pretty, what it important is for it to convey a quick information, and that would do. |
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#429 | ||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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It really does have to be changed in my opinion, because walking around with close to max strength, dexterity and wisdom and be able to maintain it permanently when you're not casting other spells is a bit over the top. Mana regeneration speed is already high for characters such as Chani. When she has 400+ mana she can maintain strength boosts on the normal regeneration alone. Quote:
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That's not hard to change, but only worth it if you like the idea of this feature. Quote:
![]() It's not misleading when the map doesn't rotate (I prefer the rotating map, by the way). |
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#430 | |||||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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But here you see one reason that makes me reluctant in adding new features that are asked by players. You add one, and then a new pack comes from it... I'm now wondering if i shouldn't have said "no" to the non-rotating one at first place ![]() Having different colors for all sides would require rewriting that part completely (it's a simple red block that gets filled and it's handled in exactly the same way as the magic footprints), and for a result which i see as not very readable (which means that it does not convey an information that's obvious to the eye)... Quote:
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Something with less impact would be to change the rules for the potions, not for the mana regeneration. Would solve three exploits : strength, dexterity, and wisdom. Now the question is : how to limit them without making them useless ? Perhaps by making them more powerful but non cumulable ? Then let's go if you want. If you feel like providing your own place holder graphics, what's needed is terrain graphics for a start, then units. Could be indoor as well as outdoor. Only thing is that it must be "flat", like in civi. Now should we do this by private mail or here, is another story. I'd like more help, especially from graphicians, but i don't like to be flooded with feature requests, especially for a program where the todo list is already larger than the program itself (in spite the exe is now 40k). Note : all people who would like to see some turn-based DM in 2D, and have some good view of how it should be made, are welcome to join - as a good dungeon engine is a part of what i intend to do ! Quote:
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For me it is. I also prefer the rotating map. But, hey, it was easy to add the non-rotating one. |
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#431 | |||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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![]() It is, just my wording was off ![]() Quote:
Stronger monsters should have higher damage avoidance, higher hit chance and higher damage reduction to offset the pumped up stats of the master champions. Smarter monsters that can leave and join groups can help, too. Would make the serial kill Death Knight part in your nightmare dungeon harder, for example. Quote:
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Things like allocating memory manually for screens is essential for things like double buffering. Don't know how useful changing modes is. |
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#432 | ||||
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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Not per second
![]() It's every 10 seconds or so. Quote:
But reaching master levels is harder now with release 2.6 of the dungeon where you got these levels... Quote:
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![]() Let's do it private for now, if you don't mind. When we're advanced enough, a thread can be started. |
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#433 | |
Registered User
Join Date: Mar 2009
Location: UK
Posts: 457
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I just finished Dungeon master for the 3rd time now, the first and second time I did was in the early 90's. I has been great to use the auto-map and also much easier and much better and much more enjoyable this way. Thank you for this great feature mister Meynaf. Now, I am considering either jumping into CSB, or play a custom dungeon... I'll probably play a custom dungeon and see how it compares to the original DM, CSB is hard so I'll leave it for later. |
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#434 | |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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New version with tab key zoned for you. Only the data file needed a change so it's alone in the archive.
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Beware of custom dungeons, they're often harder than CSB... |
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#435 |
Registered User
Join Date: Mar 2009
Location: UK
Posts: 457
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Thanks Meynaf, grabbing it now.
Played the PC version, not sure which version. Thanks for the suggestion, I will still try the custom dungeons, if I find them too hard I'll begin with CSB. |
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#436 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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It's also less interesting. How hard is it to increase monster stats, and what stats do they have?
If you think CSB is hard then don't try meynaf's nightmare dungeon. In fact, CSB seems perfectly fine if you start with four resurrected CSB characters or a high level DM party. CSB isn't as hard as some people make it out to be. |
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#437 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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#438 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,830
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What I mean is that you make new monsters with increased stats, just like the armored mummy in your nightmare dungeon. Those new monster will then only appear in the harder parts of the dungeon where you can only get to if your characters have higher levels.
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#439 | |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,351
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And most of what has been done in this area (new dm graphics) doesn't fit well in DM for my taste... |
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#440 |
Registered User
Join Date: Jun 2020
Location: Germany
Posts: 371
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Hey, I just found this a few days ago and just have to say thank you. I always loved Dungeon Master and really wanted to replay it. But since I lately prefer to play on a tablet with just a Bluetooth mouse, the original wasn't really good to control. Especially stuff where you have to act fast. Like the speed test on Level 3 of the DM dungeon. Now I can map WASD to on screen buttons in uae4arm. It's great.
But I actually spent some time putting together an installer/launcher based on ButtonMenu_123 (and some other tools) and a simple script which will copy the dungeon.dat into the main folder and backup the save file when the game is ended. It uses just freely available tools/libraries from aminet and after the installation is done, the content of the drawer can be copied on a hdf or rad and will also run fine. I still want to add some options to the installation script and have to figure out another small issue but I could share it when I'm done if anyone is interested. But I also have a question. Is it possible to get a save editor for this? To edit the stats of the party members. While I do like the challenge, I don't like some of the grind you might need to do. And I would like to boost my party a little bit. |
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