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Trickster
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Schik wrote:
No, she mentioned not wanting to have to get permission to copy graphics to make a pit-exit, so she actually wants to make pit (or anything?) an exit without looking like stairs.
Yes.

Actually, now that I think, scripting can already handle the exit stuff. All I really want is fake pit or water or maybe fake obstacles. I think the downside here is imbeciles could abuse it to make awful, awful holds.

Oh! Wait, idea!!! This is awesome.

Do this instead. Make it possible to select any number of squares and copy the design to an internally-held clipboard. Then we can use that design as a custom image (and maybe allow the offset for the image to be adjustable). This way we can use DROD images non-standardly, and we don't have to get permission first. This would give me all the functionality because I could make a room with a pit, copy the pit background tiles (which should copy everything except lighting and atmosphere effects), and turn that into custom floor.

I can think of several uses, most of which are not annoying or imbecile-exploitable. But really nobody here is an imbecile so I don't know why I keep saying that. I'm buzzed out of my mind on Norco at the moment and need to lie down. :P

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06-06-2013 at 10:04 PM
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disoriented
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So....spikes.

When they activate on the tenth turn, what enemies do they kill? Do they kill flying enemies? Do they remove tar stuff, creating babies as appropriate?

Can there be spikes in (shallow/deep) water? Can tokens be on spiked squares? What about briar?

What happens to snake enemies (including gentryii) when their head/body/tail is hit?

Do spikes break mirrors and blow up bombs/powder kegs? Can builders create/destroy spikes on other terrain types?

Is this too many questions?

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[Last edited by disoriented at 06-08-2013 01:00 AM]
06-08-2013 at 12:59 AM
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Trickster
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disoriented wrote:
Do they remove tar stuff, creating babies as appropriate?
Based on previous sense-making perfectly-logical-DROD-physics I suspect they destroy only nonliving gel, living mud (but only when connected to a mud mother prior to growth), and tar babies, but not tar. At least I hope.

Now I turn off this thread before I get spoilerated any more.

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06-08-2013 at 01:09 AM
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da rogu3
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I know the new elements in Pearls's secret video were a joke, but will the motorcycle still be available for use in the editor? I think it will have some interesting puzzle value.

(Apologies if you've answered this already)

Edit: I assume the lack of reply means that the answer is no. Oh well, I suppose the element wouldn't really fit into DROD, even if it is pretty cool.

[Last edited by da rogu3 at 06-30-2013 07:30 PM]
06-08-2013 at 05:37 PM
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mrimer
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disoriented wrote:
So....spikes.

When they activate on the tenth turn, what enemies do they kill? Do they kill flying enemies? Do they remove tar stuff, creating babies as appropriate?
In the general case, spikes act as a sword stab. There are exceptions: they don't reach flying enemies, for instance.
Can there be spikes in (shallow/deep) water?
No -- spikes are a type of floor (with same editor menu layer), so they can't share a tile with water.
Can tokens be on spiked squares? What about briar?
Yes, and yes.
What happens to snake enemies (including gentryii) when their head/body/tail is hit?
It will affect it just like a sword stab.
Do spikes break mirrors and blow up bombs/powder kegs?
Yes, but doing so would replace the other floor type present at that location.
Can builders create/destroy spikes on other terrain types?
Yes.
Is this too many questions?
No :)

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[Last edited by mrimer at 06-10-2013 10:16 PM]
06-10-2013 at 10:15 PM
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Ezlo
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If the whole body of a rattlesnake or an adder are on spikes, when the spikes activate will the whole snake die? Or will just one segment be destroyed?

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06-10-2013 at 11:11 PM
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Tim
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I'd like to know about the new stabbing order in TSS.

Is it like:

1) Monster with swords
2) NPC stabbing
3) Spikes
4) Beethro
5) Mimics and Decoys

And do spikes activate at the same time on tarstuff as Beethro and Mimics?

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[Last edited by Tim at 06-10-2013 11:36 PM]
06-10-2013 at 11:35 PM
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Penwielder
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Ezlo wrote:
If the whole body of a rattlesnake or an adder are on spikes, when the spikes activate will the whole snake die? Or will just one segment be destroyed?
If the way it works is consistent with sword strikes, my expectation would be that the adder would only lose one tile, but the entire rattlesnake would die.

Will spikes be visibly up for a turn after they activate? Would they act as an obstacle for that turn, or would they go back down as you move?

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06-11-2013 at 03:00 AM
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ErikH2000
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mrimer wrote:
disoriented wrote:
Is this too many questions?
No :)
Mike, you are amazing.

-Erik

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06-11-2013 at 03:10 AM
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12th Archivist
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Penwielder wrote:
Ezlo wrote:
If the whole body of a rattlesnake or an adder are on spikes, when the spikes activate will the whole snake die? Or will just one segment be destroyed?
If the way it works is consistent with sword strikes, my expectation would be that the adder would only lose one tile, but the entire rattlesnake would die.

Will spikes be visibly up for a turn after they activate? Would they act as an obstacle for that turn, or would they go back down as you move?
So, will spikes augment the player's ability to kill snakes? To explain, imagine an adder running face-first into several decoys with their sword facing the adder. If the spike trap pops up as soon as the adder steps on that tile, would it take damage from the spike *and* the decoys simultaneously?

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06-11-2013 at 03:28 AM
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disoriented
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Penwielder wrote:
Will spikes be visibly up for a turn after they activate? Would they act as an obstacle for that turn, or would they go back down as you move?

mrimer seemed to suggest that they activate at the end of a turn, but not extending into the next turn.

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06-11-2013 at 04:09 AM
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mrimer
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Ezlo wrote:
If the whole body of a rattlesnake or an adder are on spikes, when the spikes activate will the whole snake die? Or will just one segment be destroyed?
We have to consider movement/stabbing order as a potential issue. Things work out really cleanly if we allow rattlesnakes and adders to take up to one spike stab's worth of damage per "spike event", where the spike event is all of the floor spikes activating. So, it won't matter what orientation the snake has on spikes, or how many of its tiles are on spikes during the tenth turn. Does this make sense?

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06-11-2013 at 04:13 PM
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mrimer
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disoriented wrote:
Penwielder wrote:
Will spikes be visibly up for a turn after they activate? Would they act as an obstacle for that turn, or would they go back down as you move?

mrimer seemed to suggest that they activate at the end of a turn, but not extending into the next turn.
Correct -- they activate after all living entities have taken their turn, during the room-based element resolution phase.

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06-11-2013 at 04:14 PM
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mrimer
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Tim wrote:
I'd like to know about the new stabbing order in TSS.
Och! This actually gets more complicated (for 4.0, even) than I can wrap my head around. I'll leave this for someone like TFMurphy to write up a definitive answer to, but I can say they happen near the end of the turn.

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[Last edited by mrimer at 06-11-2013 04:17 PM]
06-11-2013 at 04:16 PM
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Tim
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mrimer wrote:
Ezlo wrote:
If the whole body of a rattlesnake or an adder are on spikes, when the spikes activate will the whole snake die? Or will just one segment be destroyed?
We have to consider movement/stabbing order as a potential issue. Things work out really cleanly if we allow rattlesnakes and adders to take up to one spike stab's worth of damage per "spike event", where the spike event is all of the floor spikes activating. So, it won't matter what orientation the snake has on spikes, or how many of its tiles are on spikes during the tenth turn. Does this make sense?
To be honest I'm not sure that actually makes sense.

At the moment, if you line up mimics together in certain positions, you could kill a long rattlesnake or adder in one turn (at least that's what I can remember, but I could be wrong about this). If many spikes activating only gives 1 damage all together in 1 turn, then it does feel a little bit strange to me.

(But then again I haven't heard of the background story about the spikes yet, so if there's a good canonical explanation to it then that shouldn't matter :))

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[Last edited by Tim at 06-11-2013 04:25 PM]
06-11-2013 at 04:23 PM
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skell
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Tim wrote:
(But then again I haven't heard of the background story about the spikes yet, so if there's a good canonical explanation to it then that shouldn't matter :))
For me, the logical explanation goes as follows:
The rattlesnake's body is pierced by/stuck on the spikes the moment they pop out, rendering him immovable for a millisecond. At the same time the rattlesnake is immobilized, the spikes also pierce its vulnerable tail, but because during the same millisecond its body is stuck on the spikes, it shortens only after they hide. That's why it is shortened by only one tile.

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06-11-2013 at 04:44 PM
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Tim
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skell wrote:
For me, the logical explanation goes as follows:
The rattlesnake's body is pierced by/stuck on the spikes the moment they pop out, rendering him immovable for a millisecond. At the same time the rattlesnake is immobilized, the spikes also pierce its vulnerable tail, but because during the same millisecond its body is stuck on the spikes, it shortens only after they hide. That's why it is shortened by only one tile.
Nice, and I think it could be something like that (and perhaps even a little better than that). And you don't have to explain it to me right now in this thread. Please make sure you get it correct in the game. Because I think it will be confusing if you don't explain it somewhere.

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06-11-2013 at 04:54 PM
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mrimer
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Why would we not want to get it correct in game? That's kind of strange advice. Can you be more specific about what you're asking us to do? I think we have it correct in the game, but I might be thinking of this from a different angle than you or others are.

Are you suggesting the TSS hold should discuss clearly how spikes interact with snakes somewhere along the way? I don't think that's necessarily useful. After all, you'd be able to see right there in the room how it works, and it would be obvious. We're not going to use the TSS hold to attempt to exhaustively illustrate all new game element interactions. This sounds more like a read-the-manual thing.

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[Last edited by mrimer at 06-11-2013 04:59 PM]
06-11-2013 at 04:56 PM
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"Flaming fegundo! The rattlesnake's body was pierced by the spikes the moment they popped out, rendering him immovable for a millisecond. Holy hoobuffins! At the same time the rattlesnake was immobilized, the spikes also pierced its vulnerable tail, but because during the same millisecond its body is stuck on the spikes, it shortens only after they hide. That's why it is shortened by only one tile. Anybody want a roachburger?"



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06-11-2013 at 05:04 PM
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@Mike,

Yes, that sounds true to me either. I guess it's better to see it in action when it is released than asking about it now.

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06-11-2013 at 05:08 PM
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Am I the only one who is seriously psyched about the Architects? Builders CHANGED MY LIFE! Plus, they made some of the most interesting "bosses" that this game has ever seen (granted, this game doesn't really have "bosses", but I was thinking in terms of the Neather, 39th Slayer, and the T. Captain (yes I cannot spell what the T. stands for. I am a terrible person :~())

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mrimer wrote:
We're not going to use the TSS hold to attempt to exhaustively illustrate all new game element interactions. This sounds more like a read-the-manual thing.
Gotta leave some stuff for the architects, after all!

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07-02-2013 at 11:57 PM
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mrimer
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Dischorran wrote:
mrimer wrote:
We're not going to use the TSS hold to attempt to exhaustively illustrate all new game element interactions. This sounds more like a read-the-manual thing.
Gotta leave some stuff for the architects, after all!
Precisely!

I'm sure that you in particular are going to love some of the new editor capabilities. :)

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07-03-2013 at 12:41 AM
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Will there be a straight-up Build command in the editor, like there is in RPG? :)

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07-03-2013 at 01:36 AM
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mrimer wrote:
I'm sure that you in particular are going to love some of the new editor capabilities. :)
Remote detonation of player's hard drive confirmed.

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07-03-2013 at 03:08 AM
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mrimer
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12th Archivist wrote:
Will there be a straight-up Build command in the editor, like there is in RPG? :)
Yes.

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07-03-2013 at 02:07 PM
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Godot23 wrote:
Am I the only one who is seriously psyched about the Architects? Builders CHANGED MY LIFE! Plus, they made some of the most interesting "bosses" that this game has ever seen (granted, this game doesn't really have "bosses", but I was thinking in terms of the Neather, 39th Slayer, and the T. Captain (yes I cannot spell what the T. stands for. I am a terrible person :~())

I Always thought Halph was the boss in TCB,
with the only difference you don't kill him,
but convince him to switch back to your side.

Also:
T. stands for "Tuenan"

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07-04-2013 at 06:51 AM
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So is the April 2014 date set in stone now? Or is it subject to change? Usually the release of a game isn't known until the day it comes out (at least it is near me).

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[Last edited by Godot23 at 07-10-2013 01:53 PM]
07-10-2013 at 01:51 PM
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What April 2014 date?

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07-10-2013 at 01:58 PM
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If you click on TSS on the main Caravel website (where you download the games) it will say it when you click on "More Info"

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