Search found 4098 matches
- Fri May 03, 2013 2:53 pm
- Forum: Game Discussion
- Topic: The "How do stats increase at level up?" formula not working
- Replies: 14
- Views: 5885
- Fri May 03, 2013 9:24 am
- Forum: Game Discussion
- Topic: The "How do stats increase at level up?" formula not working
- Replies: 14
- Views: 5885
- Fri May 03, 2013 9:20 am
- Forum: Game Discussion
- Topic: Spreadsheet view of Enemy list
- Replies: 22
- Views: 6268
A built-in import/export tool would be neat though, but I'm not sure how doable it would be. Besides and external tool already exists, so there might not really be much of a need for an internal one. tabulate.py will not be supported long term. Pretty much all the files it imports/exports to are pl...
- Fri May 03, 2013 8:53 am
- Forum: Front Page
- Topic: 2013-04-10 Beelzebufo stable release
- Replies: 45
- Views: 36036
OK, this is my fault. I wasn't happy with the way that the arrow keys switched between different targets in-battle, so I changed the way it worked. The new way is better in some ways and worse in others. I hadn't realised that it was that bad though. I had planned to try to improve it, or failing th...
- Fri May 03, 2013 7:35 am
- Forum: Game Discussion
- Topic: Making all tiles in a range passable/impassable
- Replies: 16
- Views: 5074
- Thu May 02, 2013 6:01 pm
- Forum: Game Discussion
- Topic: Making all tiles in a range passable/impassable
- Replies: 16
- Views: 5074
- Thu May 02, 2013 5:52 pm
- Forum: Game Discussion
- Topic: Spreadsheet view of Enemy list
- Replies: 22
- Views: 6268
There is a tool for importing and exporting data from/to spreadsheets, though it is crude: tabulate.py . I'm 90% sure that it still works with Beelzebufo, though the Windows .zip is out of date. Also it won't be supported long term. A built-in table view of enemies and other things would obviously b...
- Thu May 02, 2013 5:28 pm
- Forum: Game Discussion
- Topic: DOORS
- Replies: 11
- Views: 3143
- Thu May 02, 2013 5:19 pm
- Forum: Game Discussion
- Topic: Controlling Harm Tile with a Tag...
- Replies: 15
- Views: 3910
Zones are basically half finished, they're not meant to require scripting in order to actually do anything. I actually had not thought about allowing zones to act as conditional walls, but it's something we would want to support since you would otherwise use a line of invisible NPCs. NPC movement an...
- Thu May 02, 2013 4:55 pm
- Forum: Front Page
- Topic: 2013-04-10 Beelzebufo stable release
- Replies: 45
- Views: 36036
- Wed May 01, 2013 1:45 pm
- Forum: Game Discussion
- Topic: Way of seeing where each item is being used?
- Replies: 6
- Views: 1666
Yes you are right that the script cross-referencing is more complicated since scripts are referenced from lots of places. NPCs aren't, but items are: textboxes, NPCs, shops, hero default weapon and learn-from-item, attacks, enemies, at least. Also there's little hope of sharing any code between the ...
- Wed May 01, 2013 1:33 pm
- Forum: Game Discussion
- Topic: DOORS
- Replies: 11
- Views: 3143
Well, those are several different things, all different from the type of chunk system we were talking about before. I partially disagree, and think editing a chunk-based map would be more difficult and less flexible than doing so using a collection of 'stamps' (cloned brushes), which is what I want ...
- Wed May 01, 2013 12:04 pm
- Forum: Game Discussion
- Topic: Tile editor missing "Live preview" for texture type tiles
- Replies: 5
- Views: 1978
- Wed May 01, 2013 11:59 am
- Forum: Game Discussion
- Topic: Controlling Harm Tile with a Tag...
- Replies: 15
- Views: 3910
I think harmtiles are pretty common in OHR games. Spoonweaver has a good point, they are annoying: I always go to the trouble of calculating the amount of damage they're doing. Also yeah, I have in the past used the extra wallmap bits (A, B, H, and even O with overhead tiles disabled) as a substitut...
- Wed May 01, 2013 11:26 am
- Forum: Game Discussion
- Topic: Making all tiles in a range passable/impassable
- Replies: 16
- Views: 5074