Search found 44 matches
- Sun Oct 30, 2016 9:38 am
- Forum: Mod Creation
- Topic: [Open / Signup] One Room Round Robin 3 - Calling All Modders
- Replies: 743
- Views: 697765
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
I was just checking in on the mod, and it looks like things are kicking into some of the final changes. Concerning my room, Potion Labs, I have had a few people test the room and based on the way they played through the room I decided to at one point change a hint given to the player. I was planning...
- Thu Aug 06, 2015 4:22 am
- Forum: Mod Creation
- Topic: [Open / Signup] One Room Round Robin 3 - Calling All Modders
- Replies: 743
- Views: 697765
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
I never used my 2 MB's for my room so I have a bit floating over. My memory usage was just my room itself so I imagine you can squeeze the extra MB in.
- Sat Aug 01, 2015 8:08 am
- Forum: Mod Creation
- Topic: [Open / Signup] One Room Round Robin 3 - Calling All Modders
- Replies: 743
- Views: 697765
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
Lemme know if my puzzles made sense. I want to make sure I don't have creator bias too much for them.
- Thu May 21, 2015 10:58 am
- Forum: Mod Creation
- Topic: [Open / Signup] One Room Round Robin 3 - Calling All Modders
- Replies: 743
- Views: 697765
Re: [Open / Signup] One Room Round Robin 3 - Calling All Mod
I've been able to write a definition for the Ice Lizards a while back after quite a bit of tinkering, mainly for those turn attacks. If needed I can provide it. Also, I would be interested in contributing. Of the remaining rooms the Asylum Labs jumps out as interesting, although I have no huge ideas...
- Thu Dec 04, 2014 7:25 am
- Forum: Mod Creation
- Topic: [Solved/Item/Spell] Way to tell if party is underwater?
- Replies: 50
- Views: 52765
Re: [Solved/Item/Spell] Way to tell if party is underwater?
Using the same method I imagine you might be able to set the timer to a boss health bar too. Instead of printing out the timer value set the boss NPC's health to that value. I'm not sure on the specifics of boss timers but if you are able to add health to the enemy it should be fine.
- Tue Nov 25, 2014 8:35 am
- Forum: Mod Creation
- Topic: Debate: Secret buttons
- Replies: 14
- Views: 17619
Re: Debate: Secret buttons
Finding the entry button in eob was a highlight of my life, sad, I know. p.s. sometimes a mummy behind a wall, gives a good audio hint something is hidden. Didn't even think of this one, but the enemy behind a wall has been a favorite of mine. To a certain extent this brings up a piece of dungeon c...
- Tue Nov 25, 2014 3:40 am
- Forum: Mod Creation
- Topic: Debate: Secret buttons
- Replies: 14
- Views: 17619
Re: Debate: Secret buttons
I feel like Secret Buttons can benefit a dungeon if used sparingly and correctly. When playing through pretty much any dungeon there seems to be a motif that somebody set the dungeon up as some sort of trial. In Grimrock 1 there was a note Toorum left saying how the whole thing seemed like some sort...
- Wed Nov 19, 2014 7:06 pm
- Forum: Mod Creation
- Topic: Defining new lights?
- Replies: 2
- Views: 3083
Re: Defining new lights?
Here is a light that I have gotten to work. Perhaps you can use it for reference: defineObject{ name = "cave_light", baseObject = "mine_ceiling_pit_light", components = { { class = "Light", enabled = true, range = 1500, color = vec(0.01, 0.01, 0.01), brightness = 7, cas...
- Mon Nov 17, 2014 12:53 am
- Forum: Mod Creation
- Topic: How to get info from a teleporter?
- Replies: 5
- Views: 5331
Re: How to get info from a teleporter?
If you wanted to get lazy you could make another object that you know you can check, such as a script entity with a variable or even a hidden door or lever. Then any time you activate the teleporter also activate the hidden object and check the object for the status.
- Sun Nov 16, 2014 9:44 pm
- Forum: Mod Creation
- Topic: Maps that wrap
- Replies: 7
- Views: 7257
Re: Maps that wrap
Having identical maps also runs the problems of players dropping items on the ground.