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Stuwy
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It's a nice touch to see what tar babies look like in an intermediate direction. Do the monsters move around more while they're waiting, or are you still sticking with it's 2-framed animation? Do specific monsters have a different blood colour when killed?


11-22-2004 at 09:43 PM
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cheese obsessive
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Not really relating to JtRH in general, but...

What programming language(s) is the current version of DROD based on? I am rather confused, because in the history of DROD article, you mention Visual Basic, C++, and Windows Programming. I am rather confused about what one(s) were actually used to create the current DROD. I basically want to know, because I have the oppurtunity to take computer programming classes next year in school, and I wanna be just like Erik when I grow up... :Notworthy



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11-22-2004 at 09:46 PM
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AlefBet
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Stuwy wrote:
It's a nice touch to see what tar babies look like in an intermediate direction. Do the monsters move around more while they're waiting, or are you still sticking with it's 2-framed animation? Do specific monsters have a different blood colour when killed?
The animation is still two alternating frames, but the smooth sliding adds a good amount, IMO. Several monsters have the same splatter effect, but there are a couple of new ones for others.
cheese obsessive wrote:
What programming language(s) is the current version of DROD based on?
It is written in C++. The Windows version is compiled with Visual Studio.net and the Linux version is compiled using GCC 3.

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11-22-2004 at 09:56 PM
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Stuwy
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Can you choose which type of music to play for a specific room?
11-23-2004 at 12:17 AM
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Malarame
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One thing that always bugged me in DROD was how force arrows on trap doors would remain suspended in the air after you'd gone over them. Do the force arrows still do this in JtRH?

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11-23-2004 at 12:25 AM
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agaricus5
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Force arrows can still exist over pits - it's something you can exploit with puzzles involving flying monsters.

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11-23-2004 at 12:29 AM
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AlefBet
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Malarame wrote:
One thing that always bugged me in DROD was how force arrows on trap doors would remain suspended in the air after you'd gone over them. Do the force arrows still do this in JtRH?
Of course, since force arrows affect flying enemies as well.

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11-23-2004 at 12:30 AM
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Mattcrampy
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Stuwy wrote:
Can you choose which type of music to play for a specific room?

Yep. There's a character command that will change the music for the room to another track. DROD also makes decisions and tries to work out whether a room is 'contemplative' or 'aggressive' (basically, puzzles or killing) and changes the track automatically. If you go into an empty room, it will play a 'neutral' track.

Matt

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11-23-2004 at 12:49 AM
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Malarame
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AlefBet wrote:
Malarame wrote:
One thing that always bugged me in DROD was how force arrows on trap doors would remain suspended in the air after you'd gone over them. Do the force arrows still do this in JtRH?
Of course, since force arrows affect flying enemies as well.
Well that makes perfect sense. I always wondered why that was. Thanks for clearing that up.

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11-23-2004 at 12:49 AM
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joker5
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Can items be characters?

Like, can I make a crumbly wall sense Beethro's approach and decay as he steps near it?

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11-23-2004 at 02:10 AM
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Mattcrampy
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No. Characters are on the 'monster' layer, so only things that are also on the 'monster' layer can be characters.

(Incidentally, mimics are on the 'monster' layer, although their potion is on the 'object' layer.)

Matt

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11-23-2004 at 02:51 AM
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Rabscuttle
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Does undo halt recording demos (as returning to a checkpoint does in KDD?)

Is the demo menu the same as in KDD? Are there any more features/functionality?

Do brains affect Wubbas?

I assume that seeps only leave the wall when Beethro is next to them. Can they traverse crumbly/secret walls? Can they travel under tar?

How does the decoy potion work? Does it have a limited time/range?

What is your favourite part of JtRH?





[Edited by Rabscuttle at Local Time:11-23-2004 at 06:00 AM]
11-23-2004 at 05:59 AM
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joker5
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Can monsters use tunnels? How about characters? What about snakes? Tar?

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11-23-2004 at 06:37 AM
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Zaratustra00
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Do characters respond to being pushed and/or sworded?

Can characters look like walls? What about orbs? Can they change tiles of the room?

Can one add multiple entrances to hold levels?
11-23-2004 at 11:09 AM
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Fafnir
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Is there a way of playing demos without going to the room in which the demo was made?

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11-23-2004 at 11:36 AM
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Mattcrampy
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Rabscuttle wrote:
Does undo halt recording demos (as returning to a checkpoint does in KDD?)

Good question. No, unless I discover this isn't the case.

Is the demo menu the same as in KDD? Are there any more features/functionality?

There's the CaravelNet stuff, which tells you who has the high scores for each room and allows you to download the demos. But otherwise, no.

Do brains affect Wubbas?

Yes.

I assume that seeps only leave the wall when Beethro is next to them.

You're correct.
Can they traverse crumbly/secret walls?
Yes.
Can they travel under tar?
No.

How does the decoy potion work? Does it have a limited time/range?

I believe it has a limited range. I haven't really fooled around with it, so I'll get back to you.

What is your favourite part of JtRH?

I have to pick one? Hmm... I kinda like the runners, who are a series of characters you'll meet later.

Actually, probably the most fun thing was getting to see you guys wet your pants.

Can monsters use tunnels? How about characters? What about snakes? Tar?

I'm detecting a trend. Only Beethro can use tunnels. (This means you have to leave Halph behind, but Halph is a resourceful and foolhardy lad, and he always finds a way around.)

Do characters respond to being pushed and/or sworded?

Pushed, no. If Halph is regular Halph and not a character, he'll follow you. If a character's sworded and they haven't been set as invincible, they'll die.

Can characters look like walls? What about orbs? Can they change tiles of the room?

No. You can make characters invisible, though, so you can fake it.

Can one add multiple entrances to hold levels?

Yes. They can even have separate descriptions. You do this by placing down a new Beethro whereever you want him to go, then clicking on him to set the description. You can also determine which one is the 'main' entrance, which determines where the Entrance room is and also makes sure you don't make a level where there's no entrance.

Is there a way of playing demos without going to the room in which the demo was made?

No. Or, at least, none that I'm aware of, however I am known for having attack of the stupid. Or Mike may remember that he meant to do that or something. At least, if it's not happening, there's a good reason for it.

Matt

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11-23-2004 at 01:01 PM
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Doom
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can I have characters invisible at first and make them visible when you do something? (I'm thinking about making a trigger at second room entrance to create the character into the already visited room.)
11-23-2004 at 01:05 PM
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eytanz
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Doom wrote:
can I have characters invisible at first and make them visible when you do something? (I'm thinking about making a trigger at second room entrance to create the character into the already visited room.)

Yes, you can do that.

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11-23-2004 at 01:16 PM
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masonjason
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Who wrote the music that Emmett didn't?

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11-23-2004 at 02:01 PM
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11-23-2004 at 03:23 PM
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eytanz
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masonjason wrote:
Who wrote the music that Emmett didn't?

Erik

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11-23-2004 at 04:29 PM
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eytanz
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Maurog wrote:
Is Beethro the only one who can activate fuses by stepping on them? Surely the Slayer can do that too? What about Halph? Or Goblins?

Beethro's mimic friends can also light fuses. Monsters (including halph and the slayer) cannot.

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11-23-2004 at 04:30 PM
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Rabscuttle wrote:
How does the decoy potion work? Does it have a limited time/range?

The decoy has a limited range, the same as the invisibility potion, of a 5 square radius. When you place the decoy, you see this range so you can plan ahead. When a monster comes into range of the decoy, it will move towards it as if it were Beethro. It will stay attracted to the decoy until it detects Beethro's own 5 square radius "range of influence" or whatever you want to call it.

It has no time limit of any kind.

Game on,

[Edited by Oneiromancer at Local Time:11-23-2004 at 04:49 PM]

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11-23-2004 at 04:49 PM
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mrimer
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The demos screen has some long asked-for performance upgrades. You can now view demos from the room editor. While viewing demos, you can opt to list all of the demos in a level at the same time. (No more annoying room lookups!) Any of these demos can be watched from any room in the level. Also, all the demos showing in the room or level list can be exported into one big .demo file and shared together. All demos in a room or level can be deleted at the same time.

As a registered user, you may download any high score demo of the current (conquered) room and watch it right in DROD.

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11-23-2004 at 05:54 PM
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Stuwy
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For a more accurate way of telling your story, if you are building your hold, can you climb up the level exits? (i.e the floor above you for "tower" themed holds)
11-23-2004 at 06:31 PM
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Oneiromancer
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Yes, there are both "up stairs" and "down stairs" in the editor now. In addition, you can come back to a level and the rooms that you solved before are still solved. So you can have multi-level puzzles...just watch out for blue doors!

Game on,

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11-23-2004 at 06:38 PM
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joker5
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When can we purchase and recieve this fine and delicious-sounding product to stop our saliva glands?

What new things that have never been suggested have been implemented? What things that have been suggested a long time ago?

How much of the actual game is in 'old-school' DROD style? How much of it is in old Dugan's Dungeon, and how much is in new places? Does Beethro actually GO anywhere?

Will we be able to watch demos made in JtRH using all-1.6 elements in 1.6?

~joker5

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11-25-2004 at 06:43 AM
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AlefBet
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joker5 wrote:
When can we purchase and recieve this fine and delicious-sounding product to stop our saliva glands?
Some time after the beta cycle is finished. We want to release a solid game and don't feel constrained by a particular market cycle, so we are running the beta until it's ready. I wish I could give you a better timeframe than that, although I will say I'm pretty optimistic. I've been running JtRH for quite some time and it feels pretty solid, although the beta team has found some stuff the devs haven't run across before.
What new things that have never been suggested have been implemented? What things that have been suggested a long time ago?
Everything that is in JtRH was suggested at one time, although it may have been just one dev suggesting it to another. Since the feature request boards are extensive, I can't really say what may be found there and what may not. Even most of the features that were first suggested first on the FR board have been tweaked to give them more puzzle potential, etc., and I know there is at least one item that I only ever saw in my mind's eye until I suggested it to Mike. (You'll see.)
How much of the actual game is in 'old-school' DROD style? How much of it is in old Dugan's Dungeon, and how much is in new places? Does Beethro actually GO anywhere?
There is relatively little in the JtRH official hold that is from KDD, and what is there has changed quite a bit from the KDD you know. I won't elaborate further, since I'm sure many people don't want it spoiled.
Will we be able to watch demos made in JtRH using all-1.6 elements in 1.6?
The data format has changed, to accomodate both the new elements and new features for old data. DROD:AE won't understand the new data files, so data flow only goes one way. JtRH understands data exported from AE, but will produce files only compatible with JtRH (and later, hopefully).

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11-25-2004 at 07:07 AM
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joker5
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Serpents... serpents get confusing in KDD when you've got a room full of them. Will we be able to click on them and look at which serpent is which? It's really annoying to have to play through a room again simply because the segment that you were backed up against was about to give way to a head.

~joker5

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11-25-2004 at 07:11 AM
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Rabscuttle
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In AE, the move-count on the demo screen includes mimic-placement, but the move-count in the pop-up box does not. I remember reading somewhere that this will be fixed in JtRH, but which way round is it? ie. will mimic (and decoy) placement be included in move count?

Decoys:
Are brains fooled by decoys? (I'm guessing no)
Are wraithwings scared of them?
Do they awaken evil-eyes? (if in decoy-range)
Can they be destroyed by swordage?
11-25-2004 at 07:17 AM
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