Search found 10 matches
- Sun Oct 28, 2012 10:36 pm
- Forum: Modding
- Topic: Silly experiment: dropping enemies into a level
- Replies: 5
- Views: 4439
Re: Silly experiment: dropping enemies into a level
I have a room doing that as well. I think I will remove it now.
- Sun Oct 28, 2012 10:33 pm
- Forum: Modding
- Topic: There must be something simple I'm missing
- Replies: 2
- Views: 2957
Re: There must be something simple I'm missing
thanks. No wonder the tut confused me. Now I'm more confused. Nothing is straight forward in this
- Sun Oct 28, 2012 6:45 pm
- Forum: Modding
- Topic: There must be something simple I'm missing
- Replies: 2
- Views: 2957
There must be something simple I'm missing
I've tried for 2 days to add a simple image to my ending for a dungeon and have failed miserably. I have the text but as soon as I add an image the errors start. I've followed the path the game wants and have a .tga picture in the right place on 3 different dungeons (even a simple one with just an e...
- Wed Oct 24, 2012 4:47 pm
- Forum: Modding
- Topic: Feeling overwhelmed
- Replies: 9
- Views: 5669
Re: Feeling overwhelmed
Just to clarify... the official asset pack is only for reference, to see how things are setup... everything in it is already part of the main game, so you don't need to do anything. As far as custom assets go, I agree it can be confusing, but once you start digging around and trying things, it does...
- Wed Oct 24, 2012 12:51 pm
- Forum: Modding
- Topic: Feeling overwhelmed
- Replies: 9
- Views: 5669
Feeling overwhelmed
I've spent most of my spare time on designing dungeons since the editor showed up but when it comes to asset packs and other details I get confused quickly on what to do (and remembering what to do). Do you think that adding extra features to the game could be more automatic? (like why aren't the fi...
- Fri Oct 19, 2012 8:37 pm
- Forum: Modding
- Topic: About Mods in general/Finished mods
- Replies: 18
- Views: 14771
Re: About Mods in general/Finished mods
Mummy- Do you mean /n ? If you put /n in a sentence it will act as a "break", the same as pressing enter. At least, off the top of my head, that's what memory serves. yes thats what I mean but one of my searches said /n doesn't work anymore but I will try it. Thanks edit: so far /p and /n...
- Fri Oct 19, 2012 8:32 pm
- Forum: Modding
- Topic: About Mods in general/Finished mods
- Replies: 18
- Views: 14771
Re: About Mods in general/Finished mods
Now I'm not sure I want to continue making dungeons. I've been through this before in other games and know full well that whatever I make will most likely never be seen by anyone. Opinions can ruin anyone's chances of making a successful dungeon and when you mix in that learning process that tends t...
- Fri Oct 19, 2012 7:57 am
- Forum: Modding
- Topic: Timer within another timer: Bug? Known?
- Replies: 3
- Views: 2802
Re: Timer within another timer: Bug? Known?
That was the problem. Thanks!
- Fri Oct 19, 2012 6:41 am
- Forum: Modding
- Topic: Timer within another timer: Bug? Known?
- Replies: 3
- Views: 2802
Timer within another timer: Bug? Known?
I've tried many values trying to figure out why a feature wasn't working consistently and it seems that a timer started by another timer stops working if the time interval used by the nested timer exceeds the first timers interval (didn't check if being equal affects it). I just started using timer ...
- Fri Oct 05, 2012 10:47 pm
- Forum: Modding
- Topic: warning! responder not found with id: cube
- Replies: 2
- Views: 2680
warning! responder not found with id: cube
I made the mistake of using several cubes (not knowing they were tied to something else I assume). Now I have 8 messages on screen even after the cubes were removed. Nothing is working to remove this so I'm close to starting over. What happened? Is there a fix?