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Messages - ExplodingBanana

#1
Quote from: CraigStern on May 04, 2013, 08:33:14 AM
That root access thing...I don't believe that's a setting I control. (Frankly, I'm not even sure what that is in Linux.)

Were you able to get the map editor working?

I found this page that has a reply from Adobe to this issue: http://blogs.adobe.com/ashutosh/2009/03/air_applications_and_root_acce.html

So it's something only Adobe can control. Too bad. Anyway, I did install them both as root and ran the editor too, but it didn't have any tiles to use for the maps. I'm a bit confused by the advice in the backer mail that said to copy the map editor directory and paste it to the data directory of the game... I could understand if we were to copy the data directory and paste it to the map editor directory. It's just a bit counter-intuitive to me.
#2
Quote from: CraigStern on May 03, 2013, 09:24:57 AMYes: just stick the dialog in PersistentDialog.xml, and it will be triggerable in every scene in the game.

Alright. All that stuff sounds good.

I ran into some issues with installing the map editor, though. In Linux, the game installer prompts for root password and refuses to install without it. I think you really, really should change that so that it doesn't need root access. In the end, the game directory and the map editor directory are both owned by root and don't give out write permissions to anyone else, which forbids anyone else from pasting stuff to the directories unless you sudo chown it or whatever. I'm not in the habit of running around with root access available, and hopefully no one else is either. :)
#3
Quote from: CraigStern on May 02, 2013, 01:24:53 PMCheck pages 23-25 of the manual for more info on those. :)

Ooh. A lot of good information there.  :) I'm not sure if there's a general modding thread available yet, so I'll just dump all my thoughts right in this post.

I was very impressed by Lilarcor back in BGII so I quickly thought about a sentient sword. I'd like for it to have effects other than just random comments, so it would have to track its state and carry along the whole dialogue tree. Copy-pasting the whole tree to every single scene would work - However, is there any way to link another dialogue script file to be appended during load up? And while we're at it, is there any way for the item to update itself for example at the end of every battle or after each kill, or should it be manually triggered with an OnCharDeath script for every enemy? I was hoping that the weapon could track kills made with it (or whatever it needs) and initiate dialogue only after a set of requirements are fulfilled.

Checking out the Attacks portion of the modding guide, I spotted the AOE ranges. Trying to decipher the meaning of the various range descriptions, I thought about having all the ranges as a list of vectors. It could treat whatever direction as 'forward' - For example to the right. Then the bowman attack range would be [(2,0), (3,0), (4,0)]. Additionally it could have a setting for symmetry, which then replicates the range for every direction. It also allows for more variety in attack ranges, for example an attack could have a range of [(2,-1), (2,1)], which means it targets like a chess knight two squares forward and one to the side. This would require another parser and all the additional stuff, though...

The Conditions part had weather. I think if the sword mentioned above gets mad, it should change the weather to Fire, right? :) It only speaks of setting the weather during scene loading, so I'm not sure if that works or not.
#4
Quote from: CraigStern on February 02, 2013, 11:32:38 AMAs a test, I used this system to add money to a campaign; you can use this to simulate stores and transactions via dialog.
The editor seems pretty flexible already. Will it be able to trigger dialogue when two characters are next to each other? Like the banter in Fire Emblem. It's very easy to see a dating sim (or whatever inter-character subplot you want) created with this system. One feature that could greatly widen the scope of exotic uses for this dialogue editor would be a random number function in the script. Obviously there's some sort of if-else system in place, since otherwise a store wouldn't be much of a store.
#5
Slightly necro, but seeing as no one mentioned this... I think the best signs are those that relate to inflation. China has shown the way of economic development around the world in recent times, and they're heading for a monster amount of inflation. USA and EU will be quick to follow. Everyone can see it happening around them - When your usual paycheck doesn't cover expenses like it used to.
#6
Hello. I voted for tilesets and NPCs, because I'm most interested in the modding aspects of the game.