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Caravel Forum : DROD Boards : Architecture : New elements! (tubes, straw, slaves...)
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Hahi
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File: The War of Tar.hold (75.2 KB)
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icon New elements! (+2)  
I've created some new elements. I think this all is far from beta ( :smile ) but I think it's good enough to look at.

Constructive criticism/help allowed.

[Last edited by Hahi at 05-24-2008 06:43 PM]
05-17-2008 at 11:16 AM
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dart193
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icon Re: New elements! (0)  
I dont understand what need i do. Totally i saw 8 rooms. Is it all?
05-17-2008 at 07:08 PM
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rman
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icon Re: New elements! (0)  
mxvladi wrote:
:yes

You see, Hahi put it here just because... show things that he drew.

For those who didn't notice, he posted it here before.

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05-17-2008 at 07:17 PM
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Hahi
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icon Re: New elements! (0)  
Thanks for your effort my friends! - Yeah, there is not much location to find out in this hold yet. Sure, I may let anyone edit my hold, but I have my own ideas. Maybe you can explain to me how to change the interaction of NPCs after restoring a room (after conquering the "bad" rooms). And you might have seen that the tar king goes on speeching after moving to his desk. But meanwhile he turnes into northern direction although I set these commands at the end!
And, please tell me how to build a movie sequence without doing anything meanwhile! I think the story would be made much easier then.
05-18-2008 at 01:29 AM
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Hahi
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icon Re: New elements! (+1)  
Ok, here they are: Some puzzles with fight stuff! (Look forward for the deep dungeon under the castle... :cool ) I've actualized my attachment above.
Maybe you can help me bringing dynamic into the story. (Anyone.edit enabled)

[Last edited by Hahi at 05-18-2008 05:37 PM]
05-18-2008 at 05:36 PM
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MeckMeck GRE
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icon Re: New elements! (0)  
I like the custom graphics (tubes, straw, slaves, tar king) very much although those new elements are only eye candy. The puzzles are nice and simple until "Cellar 1N2E" which is timeconsuming and far more difficult than any room before.

[Last edited by MeckMeck GRE at 05-18-2008 06:15 PM]
05-18-2008 at 06:15 PM
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rman
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icon Re: New elements! (0)  
Hahi wrote:
Maybe you can explain to me how to change the interaction of NPCs after restoring a room (after conquering the "bad" rooms).
???
Hahi wrote:
And you might have seen that the tar king goes on speeching after moving to his desk. But meanwhile he turnes into northern direction although I set these commands at the end!
Speech doesn't take a turn, so you have to wait some turns (1 is the best) after the speech.
Hahi wrote:
And, please tell me how to build a movie sequence without doing anything meanwhile! I think the story would be made much easier then.
Movie sequence? Do you mean cutscene? If yes, then there's a script command 'Cutscene'. You have to put a number of milliseconds per turn. If you put 0, then it will stop the cutscene.

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05-18-2008 at 07:05 PM
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Hahi
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icon Re: New elements! (0)  
Yeah, thank you, all your comments were really helpful. But how initiate a new level intro (name of hold and level + discription)? How can I beam Beethro with that way into a new location?
05-19-2008 at 12:47 AM
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Mr. Slice
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icon Re: New elements! (0)  
Say "Add Level" and it will bring up the screen for naming the level that you will add.

When it says "Describe Level", you can press the button to show the screen for where the level description is.

To make Beethro 'beam' to a new level, select the Stair icon from the elements list. Once you place it in a room (to adjust the proportions of the stairway, hold down the left-click button and drag across to wherever to properly make the stairs your length and width) another screen will come up. This one will ask where this stairway will 'go', or wherever the player will go when they step on the stairway. The screen will come up always with at least one option. The first one is to end the hold, it which the ending text will come up (you can adjust this with a different button), the other(s) (if applicable) will lead to other levels, where first their name will come up, then their area in that level, then the description.

Oh yeah, the only time a level description will come up is when transferring between levels (this is achieved by either stepping on a stair tile, or, by stepping on a scripted space that would send you to that new level's coordinates (when scripted, you can turn the "Show Level Description" off to not show that level's description, or in other terms, skip the description screen)).

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05-19-2008 at 02:01 AM
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rman
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icon Re: New elements! (0)  
Mr. Slice: Hahi has stairs in his hold. I think he wants to ask how to make Beethro go to another level without using stairs.

Hahi: If I'm right, then script command 'Go to level entance' sends you to another level without using stairs. Once you select it and click 'OK', you get a list of all level entrances in your hold (as if you make stairs). Select one of them.

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05-19-2008 at 04:38 AM
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Mr. Slice
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icon Re: New elements! (0)  
Ahh. I wish he was a touch clearer 'bout that. Eh, what's 30 minutes of typing.

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05-19-2008 at 05:58 AM
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dart193
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icon Re: New elements! (0)  
Hm... Tubes make good subject. COOL hold. I wish you make it perfect.
05-19-2008 at 11:44 AM
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Hahi
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icon Re: New elements! (0)  
I get red, thank you soooooooo much!!! :wub Yeah, more puzzles, and a good knowledge of producing the matching engine to the "eye candies" (best wishes to evil eye, don't know your real nick). But sadly I'm not able to making engines.
There are many rooms with many tubes. Isn't the engine slow there? Or is it my computer who gets problems with it?
Thanks for explaining the initiating of a new level without using stairs!

---------------

Now you can receive "The War of Tar v2.03"! hihihii

[Last edited by Hahi at 05-19-2008 01:24 PM]
05-19-2008 at 12:50 PM
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dart193
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icon Re: New elements! (0)  
In room with much tubes, there was 4 fps on my computer. Slow. And if you want tester, send me. :thumbsup :fun
05-20-2008 at 05:01 AM
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Hahi
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icon Re: New elements! (0)  
dart193 wrote:

In room with much tubes, there was 4 fps on my computer.

____________________________________

4 what per second?

mxvladi wrote:

And will this level lead somewhere e.g will there be blue door with passage somewhere, or passage that triggers some var etc.?

____________________________________

There is a blue door, in room 1S 1E.

____________________________________

EDIT: And I se you didn't made background of tar king's tile as RGB 192-192-192.

____________________________________

Ah, you mean backround trancparency. How to get that? If I definated that color I would have a sort of grey.
I think the DROD manual says that transparency doesn't work (???).

____________________________________

Cellar: secret room: Disco?!! :)

____________________________________

Yeah. :lol You know, in my imagination I have a perfect hold (3D, with huge story, big map to invent and conquer, 1000 playing modi :8bounce ). But there was also a disco! Something crazy had to be. I always combine "perfection" with stupid stuff, if I want or not.
05-20-2008 at 02:27 PM
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Hahi
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mxvladi wrote:

Then what the point to solve cellar for player?!

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Do you remember the words when Beethro arrives at castle again? "...What would he (the king) say about my cleaning progress?"

I want to make the king being lucky about the cellar cleaning so that he allowes Beethro to leave the castle and go through the land (The king openes a way out of the castle). But this scripting is room-, even level overlapping (programming a reaction for an act from an other level). I can't do this yet! :(

_______________________________

tubes have so many colours themselves

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I want to have different attributes for the colors (each color gives Beethro another ability/handicap, when you break a tube the outcoming gas/liquid lets Beethro slip, aso)... HAHAHA :lol
05-20-2008 at 04:03 PM
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rman
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File: Transparent color.bmp (8.7 KB)
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icon Re: New elements! (0)  
Hahi wrote:
Ah, you mean backround trancparency. How to get that? If I definated that color I would have a sort of grey.
I think the DROD manual says that transparency doesn't work (???).
If you use Paint, use the color circled in my picture.


Also, why don't you use [quote] and [/quote]?

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[Last edited by rman at 05-21-2008 04:18 AM]
05-20-2008 at 07:09 PM
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Hahi
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rman wrote:

If you use Paint, use the color circled in my picture (attached).

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Attached? Where?
05-20-2008 at 08:08 PM
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Monkey
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rman wrote:
If you use Paint, use the color circled in my picture (attached).
Did you know that there isn't an attachment on your post? ;)

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05-21-2008 at 12:30 AM
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rman
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Monkey wrote:
rman wrote:
If you use Paint, use the color circled in my picture (attached).
Did you know that there isn't an attachment on your post? ;)

Sorry, forgot to attach. Now is really atached.

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05-21-2008 at 04:17 AM
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dart193
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4... images per second. I write English not enough good.
05-21-2008 at 10:57 AM
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Hahi
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rman wrote:

If you use Paint, use the color circled in my picture.

____________________________________


But this is grey, not transparent, isn't it?
05-21-2008 at 03:47 PM
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Hahi
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icon Re: New elements! (0)  
But NOW I understand! Wow, that's so cool. Freehand, round,... figures! Thanks.

How did you know that this grey (192-192-192) is turned into transparent by DROD?
05-21-2008 at 04:13 PM
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Hahi
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Really cool pic :cool I remember on mud flows through tubes :fun
05-21-2008 at 05:11 PM
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Hahi
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So or something similar. "Outbreak" hahaha :devil
05-21-2008 at 07:48 PM
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rman
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Hahi wrote:
Really cool pic :cool I remember on mud flows through tubes :fun

You can also make a room with tube NPCs over a tarstuff blob... :D :fun

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[Last edited by rman at 05-21-2008 07:50 PM]
05-21-2008 at 07:49 PM
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Hahi
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icon Re: New elements! (0)  
If made a pic, too...


05-21-2008 at 09:14 PM
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Hahi
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I'm a goblin! Ouh yeah!!!
05-22-2008 at 01:37 PM
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Hahi
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Yeah I know. :fun
But I think I've lost in the other contests.
05-22-2008 at 01:43 PM
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Mr. Slice
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Hahi wrote:
I'm a goblin! Ouh yeah!!!
:whistle
(left click on the whistle smiley)

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05-22-2008 at 05:20 PM
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