Search found 58 matches
- Tue Jun 16, 2015 11:46 pm
- Forum: Custom Dungeons
- Topic: The Isles of Conqeust
- Replies: 8
- Views: 13844
Re: The Isles of Conqeust
Hi Karina23, I was wondering what are you up to regarding the process of your mod. I finally got around to downloading it, and now I'm playing it. Currently I'm up to the underground block puzzle with the four elemental creature behind the force fields. It's been over five months, so has the projec...
- Mon Dec 08, 2014 5:30 pm
- Forum: Grimrock 2 Discussion
- Topic: Legend of Grimrock 3
- Replies: 262
- Views: 455677
Re: Legend of Grimrock 3
I was bored with the Ruins of Desarune about halfway in. I would like to see something such as a cave that turns into a ruin, then opens up into some massive chamber with buildings, or goes into some secret outdoor area, etc. That's always really fun to me- delving into dungeons and finding incredi...
- Mon Dec 08, 2014 10:05 am
- Forum: Mod Creation
- Topic: Trouble with custom sky
- Replies: 5
- Views: 5739
Re: Trouble with custom sky
as an extra to this has anyone defined a sky that is simply permanent night
?
?
- Sat Dec 06, 2014 12:39 pm
- Forum: Custom Dungeons
- Topic: The Isles of Conqeust
- Replies: 8
- Views: 13844
Re: The Isles of Conqeust
i intend to have at least 6 islands up to 10, any general suggestions for islands appreciated. all the islands need a theme. The howling isle for example is an island of forested mazes and roaming wild beasts and wolves. edit: im also getting heavily carried away writing story and lore scrolls and s...
- Fri Dec 05, 2014 11:12 am
- Forum: Gameplay Hints
- Topic: Hints for Meteor?
- Replies: 6
- Views: 11724
Re: Hints for Meteor?
instead of drawing maps you can just
SpoilerShow
see how far down the hamlet one is .....say 8 or 9 tiles from map edge....and it will be 8 or 9 tiles down in sleet
- Fri Dec 05, 2014 11:05 am
- Forum: Custom Dungeons
- Topic: The Isles of Conqeust
- Replies: 8
- Views: 13844
Re: The Isles of Conqeust
Ixnatifual wrote:Looks pretty cool judging from the screenshots. Don't want to spoil it by playing before all the islands are done, though
Oh im getting very carried away on the whole building a world thing....i think the first 2 islands alone is like 9 levels lol
- Sat Nov 15, 2014 12:19 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3955
- Views: 3194886
Re: Ask a simple question, get a simple answer
I am using castle tileset for an interior section and want to use forest tileset outside.. when i walk outside the exterior of the castle walls are see through, what's going on here? Remilafo walla only form properly where floor tile meets wall tile, so castle wall meeting forest floor causes weird...
- Fri Nov 14, 2014 7:39 pm
- Forum: Mod Creation
- Topic: Few questions - All solved
- Replies: 21
- Views: 25295
Re: Few questions - All solved
Hey Drakkan, I modified the dig random script a bit for use in my own mod. Here's the code I ended up going with: By adding the target (c) to the function, the script no longer needs to be on top of the floor_trigger, and multiple floor_triggers can point to the same function. items = {"baked_...
- Thu Nov 13, 2014 7:12 pm
- Forum: Mod Creation
- Topic: a script to trigger when a rune is cast
- Replies: 13
- Views: 11600
Re: a script to trigger when a rune is cast
Thats much more efficient and doesnt require the ingame script either thank you very much
- Thu Nov 13, 2014 4:29 pm
- Forum: Mod Creation
- Topic: a script to trigger when a rune is cast
- Replies: 13
- Views: 11600
Re: a script to trigger when a rune is cast
Created 4 versions of the spell and they all work great. Though i guess the way these are defined the spell will only work on the 1 tile and nowhere else since theyre reliant on the tiles ID ? defineSpell{ name = "karinafire_spell", uiName = "Dispell Fire Seal", requirements = {&...