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Poll

Is the demo

Good
- 0 (0%)
Bad
- 0 (0%)
Alright
- 0 (0%)
Only bad because of things that will change in the full version
- 1 (33.3%)
Bad, and you should feel bad.
- 2 (66.7%)

Total Members Voted: 3


Pages: 1 2 [3]

Author Topic: Urist's Quest - Dwarf Fortress RPG (Proof-of-Concept Demo out)  (Read 3112 times)

Cthulhu

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Re: Urist's Quest - Dwarf Fortress RPG (Proof-of-Concept out)
« Reply #30 on: February 20, 2010, 10:42:25 pm »

It's up.
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Jervous

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Re: Urist's Quest - Dwarf Fortress RPG (Proof-of-Concept out)
« Reply #31 on: February 20, 2010, 10:53:08 pm »

Downloading now...I'll edit this give you some feedback once I've run through it.


Alright. Were you trying to make the goblins you fight respawn or something? If not, you didn't need to do all the coding you did, you just needed to make the graphic null and put the start condition to push key with no script on the second page. Once you teleport out, then teleport back into the map you'll have the goblins still there, same level as player, and their script doesn't start. This is the same for a lot of the events you did, like the trap door and the kitten meat roast.

Also, for the UristFailed thing, go onto skills and look for that Slime skill. Change the failure message to dodges or something.
« Last Edit: February 20, 2010, 11:24:32 pm by Jervous »
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Cthulhu

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Re: Urist's Quest - Dwarf Fortress RPG (Proof-of-Concept out)
« Reply #32 on: February 20, 2010, 11:43:38 pm »

Buh, I thought I got all of those.  I knew how to fix it, I guess I just missed some.

The problem with the Urist failed thing is that the slime ability isn't supposed to work.  It's like Magikarp's splash.  For some reason it doesn't count it as a hit and puts that message.  They're not supposed to dodge either.  It should hit and not do any damage.

Also, the problem with the trap door is that there is no trap door graphic when I go to change it.  I can make it null but I can't make it back into a trap door, mainly because it's not actually a trap door, it's part of a long table, and the long table tile isn't in the list of graphics when I go to change it.  A trap door charset will be made, that operates via turning, similar to chests and doors, and that'll be the end of that.  It will just wait until the rest of the graphics are being made.  Some of them I can make, by modifying existing stuff, but whole cloth stuff will be tougher.

EDIT:  I see now, I was overcoding with getting rid of monsters.  Thankfully once the prologue is over there won't be scripted encounters.  It'll all be regular random fights like normal RPGs.  The scripted encounters are just for this and climactic scenes like bosses.
« Last Edit: February 21, 2010, 12:09:34 am by Cthulhu »
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Chutney

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Re: Urist's Quest - Dwarf Fortress RPG in preliminary development
« Reply #33 on: February 21, 2010, 12:55:41 am »

The download's a bit larger than I'd like, 20mb, because for some reason you have to include all of the resources, not just those your game uses.  There's a lot of stuff in there that shouldn't be there, basically.  Maybe when I finish the game I'll see how much I can prune for the full installer.
No dude, you can select an option somewhere which says "include RTP?". uncheck it, and import ONLY the resources you need. that way you don't need Lizard001 and Bat002 chillin' out in your resources folder.
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Cthulhu

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Re: Urist's Quest - Dwarf Fortress RPG (Proof-of-Concept out)
« Reply #34 on: February 21, 2010, 01:10:34 am »

I tried that first, it didn't import any of the RTP at all.
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Chutney

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Re: Urist's Quest - Dwarf Fortress RPG (Proof-of-Concept Demo out)
« Reply #35 on: February 21, 2010, 03:40:09 pm »

you have to import it manually, like you would a custom resource.
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