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106  Santharian Game Projects / RPG Adventure Programming / Re: New dialogues for integration on: 17 May 2003, 10:14:00
Great! Copying and pasting is all I need. Waiting for the new exe.

By the way, I 've been working on the auto-scroll-pause thing which proved to be quite hard but I 'm in a good way. Now I can wrap lines manually on any bitmap image using any type of font. This simply means that if in the future we will need to add say a parchment background and show text on it it will be possible to draw text correctly on it. I also have to change the way options work since now I cannot just add a continue option in the middle of a series of other dialogue options so this must also change.

I 've seen the 'contract' you sent me. I have some additions. I will think about it a little more if you don't mind and email it to you.

107  Santharian Game Projects / RPG Adventure Programming / Re: New dialogues for integration on: 17 May 2003, 02:13:00
OK Artimidor. I have the master database and I will get the scripts coded as soon as possible. You need just those two dialogues Andulf and Pinn? And spelling errors can be corrected even after the script has been written.

Just a question. Is there any way to be able to edit the entries? Not to change them of course but I want to be able to copy and paste the text directly from the dialogue editor. This will make things faster. Should I change something in the database? Thanks.

108  Santharian Game Projects / RPG Adventure Programming / Re: Background music with LT? on: 11 May 2003, 13:48:00
Music is not supported right now (I never thought an LT game could get so far) but it is very easy to add support for it even in the next release. I don't know if there are such capabilities like fade in or fade out but any type of .ocx library that provides such features can also be used in my program.

109  Santharian Game Projects / RPG Adventure Programming / Room descriptions on: 08 May 2003, 15:06:00
Alright. This is Konstantinos that you have heard so much about. Since RT wants to bring all traffic to his forums it's fine with me :D  (just kidding) So I'm here.

The problem you mention can be solved. Of course, If you only have a north/south road and you know where the player is entering from there is no problem. You just give the short description to the other locations but if the player 'looks' he will not see the full description.

You can also hanlde the output completely from inside scripts where you can set a global variable that a certain group of locations has been visited and output appropriate text.

Another possible solution would be to reload the same location and keep track of the  player's progress although this could get complicated if there are items or creatures that you must make visible/invisible.

And an observation. I really think we should not use the term MUD while discussing on this project just to avoid confusion or misconceptions for those reading these forums and who are not from any team. This includes posting to any forum which relates to MUD developing.

110  Santharian Game Projects / Maps, Dialogues & Room Descriptions / Re: Addition for the Innkeeper dialogue on: 12 November 2003, 05:27:00
Quote:
Uhm... am I afraid to write female dialogues? lol dunno, I guess I'll have to see that for myself


:lol  Ha! Smith, you should be afraid. Especially in the case that the female dialogues turn out to be too good!

www.legendarytales.com

111  Santharian Game Projects / Maps, Dialogues & Room Descriptions / Re: Some comments on: 17 October 2003, 10:50:00
Quote:
the problem with saving Daelonn is that Humangus told us a while ago that we cannot remove a character from the player's party, so I guess we can let things like this, leaving the player to assume that Daelonn will go away on his own


Well, if the player must save Daelon there is no need for things to happen exactly like that. Daelon joins player - They travel together - Daelon leaves party. I mean, that's the idea that the player will get, but both the player and Daelon (and the boat ) could simply be transported to the other side (after the player agrees to help him if there is such an option) and the dialogue will continue from that point.

The way that things happen does not have to be reflected 100% in the game. A text describing what has happend is enough for most of the times.

www.legendarytales.com

112  Santharian Game Projects / Maps, Dialogues & Room Descriptions / Re: Short status report on: 10 September 2003, 04:42:00
I cannot seem to find the Silver Cube. :confused  Has it anything to do with the Shining Item in the Sand under a trunk. I hope not.

www.legendarytales.com

113  Santharian Game Projects / Maps, Dialogues & Room Descriptions / Re: To Mimi on: 27 May 2003, 12:11:00
:(   :eek  :  There are none of the dangers mentioned? This is so not appropriate. I really think ALL of those dangers should be there. At least they sound interestinging to me. Otherwise it will be a stroll to Norgerinth's tomb.

Death is certain, life is not.

114  Santharian Game Projects / Maps, Dialogues & Room Descriptions / Re: Rooms 0028 /0027/0055/0058-0061 on: 27 May 2003, 04:34:00
Just a comment about room 54. I think the description of the girl should go to the girl and presented to the player when he examines her. Only basic features of the girl should go into the general description of the room such as the color of her hair or the dress she wears.

Now, to the questions. I think it should be better that the player does not know about the cave or about anything else. The more things that are revealed to the player in the course of the game the more interesting it will be.

We can add an item named "Candies" or "Packet of Sweets" and let the player use it as many times as needed without mentioning the exact number of candies. When the player asks all questions necessary to proceed then the item will diasappear from the inventory. We can also give the option to the player to give all the sweets to the girl or some of them. If he gives herall the sweets at once he will have to buy some more sweets to get more answers. This will make things a little more interesting. The more options the player has the more interesting and challenging the game will be.

The rest depend on the fact if the entrance should be accessible ONLY if the girl tells the player about it. Perhaps we should let a player with a certain "Search for Hidden Doors" skill to also be able to detect the cave entrance but we must still reward the player somehow for talking to the girl. So I suggest that we make the ivy poisonous. A player who removes it without knowing anything about it gets poisoned (not too much as to be killed though) but a player that has spoken to the girl will be more careful, get some gloves or something.

All actions that you mention though are possible.

I also think that the girl should not reveal all those things about the dangers that are waiting the player in such detail and let the player go find the dangers himself.

Death is certain, life is not.

115  Santharian Game Projects / Maps, Dialogues & Room Descriptions / Re: Main Beasts List on: 25 June 2003, 03:44:00
:D  These images are great and they can be used even when the player examines the creatures or when confronts them. Really great!

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

116  Santharian Game Projects / RPG Development Scheduling / Re: some questions regarding a possible quest-line on: 26 August 2003, 02:12:00
I can only answer the technical questions but the quest sounds interesting although you must provide many more details.

- Yes. Either an NPC can become hostile or even a monster will not attack until a certain (hostile) action of the player occurs.

- An NPC can join the player but it will not be possible to remove him from inside a script. So the limited amount of time is not possible.

www.legendarytales.com

117  Santharian Game Projects / RPG Development Scheduling / Re: Arti area: Prosperous Farmhouse on: 25 June 2003, 03:50:00
This quest sounds really nice for a party of characters at the starting level. Go ahead Artimidor. None is going to stop you :D  

Quote:
The great successful men of the world have used their imaginations. They think ahead and create their mental picture, and they go to work materializing that picture in all its details, filling in here, adding a little there, altering this bit and that bit, but steadily building, steadily building.

-Robert Collier




www.legendarytales.com

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