Size is totally up to you. In fact, variety of size sounds good to me.Asteroth wrote:Floor three might be nice. But how big? And okay, I've also just started on my first dungeon.
Search found 14 matches
- Fri Oct 26, 2012 4:07 am
- Forum: Modding
- Topic: [OPEN] A "One Level" round robin
- Replies: 7
- Views: 4821
Re: [OPEN] A "One Level" round robin
- Fri Oct 26, 2012 1:12 am
- Forum: Modding
- Topic: [OPEN] A "One Level" round robin
- Replies: 7
- Views: 4821
Re: [OPEN] A "One Level" round robin
In the same respect, as we already have two community dungeons as well as a contest dungeon on the go, we must ask ourselves if the community on the forums is large enough for a third community project. I personally think not. I don't see a problem with this, given the limited scope. I certainly in...
- Thu Oct 25, 2012 4:49 am
- Forum: Modding
- Topic: [OPEN] A "One Level" round robin
- Replies: 7
- Views: 4821
[OPEN] A "One Level" round robin
Taking a cue from the "One Room" thread (a great idea!), I propose a larger, but more basic concept: Eight levels, one level each. Concept: Create a map together where each designer creates only one level. Rules: Sign up for one level below, with one being the entrance, descending to eight...
- Wed Oct 24, 2012 9:37 pm
- Forum: Modding
- Topic: Feeling overwhelmed
- Replies: 9
- Views: 5676
Re: Feeling overwhelmed
One thing I've learned from creating levels (going back to Doom 2!) is to keep pushing the editor to try different and possibly crazy things. Sometimes you can't quite get it to do what you had in mind, but it might lead you to another idea (sometimes even a better one).
- Wed Oct 24, 2012 2:26 am
- Forum: Modding
- Topic: Modding For Dummies
- Replies: 52
- Views: 36938
Re: Modding For Dummies
I found a logical mistake that allowed me to bust my own mod. If you use the demon face eyes to open 2 different doors, you can do so by putting in one gem, then removing it and putting it in the other eye.
Also, why don't my secret areas play the tone when you enter?
Also, why don't my secret areas play the tone when you enter?
- Wed Oct 24, 2012 12:34 am
- Forum: Modding
- Topic: How do you end the mod?
- Replies: 9
- Views: 6279
Re: How do you end the mod?
That did the trick. Nothing custom yet, but at least you know the game is over.
You are a gentleman and a scholar!
You are a gentleman and a scholar!
- Wed Oct 24, 2012 12:07 am
- Forum: Modding
- Topic: How do you end the mod?
- Replies: 9
- Views: 6279
Re: How do you end the mod?
This is hilarious, I got the credits to roll, but as soon as I enter the mod LOL! How do I get the script_entity to not kick in until I hit the pressure plate connector?
- Tue Oct 23, 2012 10:06 pm
- Forum: Modding
- Topic: How do you end the mod?
- Replies: 9
- Views: 6279
Re: How do you end the mod?
By default the cinematics folder is empty, that's completely normal. Like Grimwold already said, you can use any text editor (even the default windows notepad) to create an ending.lua or intro.lua. Just change the extension from txt to lua. Put the lua(s) you created in the cinematics folder and yo...
- Tue Oct 23, 2012 9:32 pm
- Forum: Modding
- Topic: How do you end the mod?
- Replies: 9
- Views: 6279
Re: How do you end the mod?
Have a look at this thread, it has some good discussion on cinematics. http://www.grimrock.net/forum/viewtopic.php?f=14&t=3377 There's also a page in the modding documentation about cinematics: http://www.grimrock.net/modding/how-to-create-cinematics/ As far as creating the file goes... you can...
- Tue Oct 23, 2012 11:38 am
- Forum: Modding
- Topic: How do you end the mod?
- Replies: 9
- Views: 6279
Re: How do you end the mod?
just call the completeGame() function e.g. completeGame("mod_assets/cinematics/ending.lua") Then create a script file called ending.lua in the same manner as intro.lua This actually means you can have multiple endings. That makes sense, but how do you create such a script file? I don't se...