devolution

Author Topic: General Discussion  (Read 3821911 times)

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Offline DarkTl

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Re: General Discussion
« Reply #9225 on: January 01, 2017, 10:58:15 AM »
Looks great. We wanted to try something like this in the very beginning, but couldn't find suitable pictures for walls and floor.

There are also dungeon generators (like this one)  for python which can make exploration more interesting.

Offline Xela

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Re: General Discussion
« Reply #9226 on: January 01, 2017, 12:02:12 PM »
Looks good. We can hook up BE to this for encounters. Is the code yours or something from the cookbook?
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Offline picobyte

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Re: General Discussion
« Reply #9227 on: January 01, 2017, 02:00:49 PM »
Looks good. We can hook up BE to this for encounters. Is the code yours or something from the cookbook?

Good to hear you like it too and thanks for the dungeon generator. The code is from the cookbook, it has public domain license. Kudos for the original author. It is the 2.0 version adapted to allow walls beyond 2 deep.

The BE was also what I had in mind.  There's something in there for combat, we'll have to replace it. Also the current version displays all images always, also for tiles that cannot be seen. And the used coordinate system is not really the best way in my opinion.

I'd also like to add a small party, as used in many such games, e.g eye if the beholder.
« Last Edit: January 01, 2017, 02:12:59 PM by picobyte »

Offline DarkTl

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Re: General Discussion
« Reply #9228 on: January 01, 2017, 02:38:12 PM »
The game already has party, ie hero.team, which always has MC and may have two other characters.

Offline Xela

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Re: General Discussion
« Reply #9229 on: January 02, 2017, 12:30:00 PM »
Good to hear you like it too and thanks for the dungeon generator. The code is from the cookbook, it has public domain license. Kudos for the original author. It is the 2.0 version adapted to allow walls beyond 2 deep.

Right, I thought it was. There is a more powerful raycasting version floating somewhere as well,  I worked with a bit in the past.

I'd also like to add a small party, as used in many such games, e.g eye if the beholder.

We need a door... maybe a chest and something simple like a floating semi-transparent simple shape similar to bunny black to signify enemies. A* implementation wouldn't hurt either.
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Offline Xela

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Re: General Discussion
« Reply #9230 on: January 04, 2017, 09:51:49 AM »
Phew... I am back!

Got over moving to a new city and holiday festivities :) Just need to remember wtf I was working on last... prolly something to do with the SE.
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Offline DarkTl

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Re: General Discussion
« Reply #9231 on: January 04, 2017, 11:28:43 AM »
When you select equipped item on a character, there will be option "Give to Player". Atm it does not work until you manually unequip item first.

I don't remember if it worked before, but either it should work, or there shouldn't be such option on equipped items at all.

Offline Xela

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Re: General Discussion
« Reply #9232 on: January 04, 2017, 11:44:38 AM »
I haven't touched that code in a while, pico can prolly fix it quicker. Looks like I was last working on setting up basecamp for SE.
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Offline DarkTl

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Re: General Discussion
« Reply #9233 on: January 04, 2017, 12:26:26 PM »
I recall there was a system when if a character data file has "location" = existing location, then you can find her in that location via GMs. I don't think it works. I have multiple chars with "location": "hiddenvillage_entrance", but the game ignores it and shows random ones there.

Offline Xela

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Re: General Discussion
« Reply #9234 on: January 04, 2017, 01:11:29 PM »
I don't think that it ever worked like that.
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Offline Xela

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Re: General Discussion
« Reply #9235 on: January 04, 2017, 03:37:01 PM »
Oki, I've fixed some stuff that broke and wrote a bit of new SE code. Good enough for "easing back into the dev game" :D

Nice job on dice games and the beginning of dungeon, I finally tested them out a bit.
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Offline DarkTl

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Re: General Discussion
« Reply #9236 on: January 04, 2017, 04:20:57 PM »
I don't think that it ever worked like that.
No it does... The problem was in testing rpy, it already gave all those chars to MC, so GMs had no choice but to show random chars  :D

It's not exactly like I imagined it, if there are no suitable chars for special locations, it's still not a reason to show random ones. I'll fix it a bit.

Offline DarkTl

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Re: General Discussion
« Reply #9237 on: January 04, 2017, 04:59:58 PM »
I don't understand one thing about renpy screens.

I wanted to animate the moment when you select a dice in poker via transform.
Quote
            $ img = "content/events/tavern_dice/"+str(i)+".png"
            if number != selected_dice:
                imagebutton:
                    at dice_roll_zooming()
                    idle img
                    hover (im.MatrixColor(img, im.matrix.brightness(0.15)))
                    action Return(number)
            else:
                imagebutton:
                    at dice_roll_selecting()
                    idle im.Recolor(img, 0, 255, 0, 255)
                    hover (im.MatrixColor(im.Recolor(img, 0, 255, 0, 255), im.matrix.brightness(0.15)))
                    action Return(number)
The orange line animates the moment when you select a dice, but only once for every dice. If you try to unselect and select it again, it won't be animated anymore, it just will change the color.
« Last Edit: January 04, 2017, 05:03:42 PM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #9238 on: January 05, 2017, 05:45:21 AM »
Maybe adding an event to the atl instructions will fix that?
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Offline DarkTl

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Re: General Discussion
« Reply #9239 on: January 05, 2017, 09:18:46 AM »
An event? I only found this about events, and I don't see how is it connected to alts.