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Telepath Tactics / Re: Voice Acting Capability in Custom Campaigns
« on: June 24, 2015, 02:41:46 PM »
That was amazingly fast! Can't wait to put it to use!











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There's no way to interrupt a sound once it's been started. If you're using it for voiceovers, and the player just *clickclickclickclickclick*s through your dialog, it'll sound like a total trainwreck of audio.
Let me guess - the darkness element belongs to the bad guys?
I'd like to see Light Is Not Good and Dark Is Not Evil make an appearance at least once. But that's just my feedback.
I'm very excited to see the prospects of custom abilities/classes. I also love the elemental kingdoms trope and am curious to see how yours plays out. Curious, how would you manage elemental magic that isn't "damage typed" in the engine- TT supports fire, light, dark, cold, mental and 3 physicals. Would you repurpose blunt and piecing into new magic types?
I'm afraid I don't have much to offer in terms of artistic ability, but if you're looking for beta testers/coding support I'd be more than willing to help! As for the idea, I'm definately interested to see where this goes. It's nice to see custom campaigns sprouting up. I've got one I'm working on as well, but I'm not ready to announce it until I have all of the basic mechanics written and screenshots and such done. I'm subbing to this thread for future notifications!
QuoteSoon, you'll be able to have multiple campaigns in progress at a time!Will this allow multiple instances of the same campaign, i.e. will I be able to have several saves of the same runthrough at different points?
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