Dungeon Editor Progress
Re: Dungeon Editor Progress
I previously got Grimrock from GoG, but I just bought the game again directly from this site so I could get the Steam Key just for this editor beta (and to pay the guys at Almost Human a few more bucks!)
Finished Dungeons - complete mods to play
Re: Dungeon Editor Progress
thank you.
now, I've installed the thing, just to see it... and now, I can't go back to work!!!
now, I've installed the thing, just to see it... and now, I can't go back to work!!!
ad&d / ff / d&d
- DarkRagnar
- Posts: 7
- Joined: Mon Aug 20, 2012 7:31 pm
Re: Dungeon Editor Progress
Has anyone figured out a way to get rid of the pillars in the corner of wall tiles when I have temple wall objects there? I think its just a limitation of the current version. Being beta and all. Probably need to just edit the textures.
The workaround seems to be secret walls and pillars with default assets
LOVING IT.
The workaround seems to be secret walls and pillars with default assets
LOVING IT.
Last edited by DarkRagnar on Wed Sep 12, 2012 11:29 pm, edited 1 time in total.
Re: Dungeon Editor Progress
Where where!Billick wrote:Secret cow level!
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
Damn, not sure my phone can run it! (no pc here)
Daniel.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
Yes it worked! Cow on wheels! Oh yeah!
Daniel.
Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
Re: Dungeon Editor Progress
This level editor is the greatest gift that directory you can offer us
Re: Dungeon Editor Progress
There does not seem to be a Feature thread for the game, but two things in Grimrock kind of irked me a bit, and I'd love it if they were looked at, and perhaps addressed (if feasible).
First, When your two front PCs die, monsters can reach your rear PCs, but they cannot reach the monster. IMO once the front row PCs are down, the back row should have the ability to reach with melee attacks.
Second (and easier to fix I think), The Ice-lizard will get behind your party and strike; you should not see the action happen (as it is behind you), but the Ice-Lizard's animation clips player's field of view when played from behind. What this means is that the player gets a view of the inside/reverse side of the Ice-Lizard Mesh (as seen from the back of it's skull / and through it); that's just weird and sounds easily fixed. Could the AI/engine just not play the attack animation when off screen? (Or, not play all of it? stopping short of clipping the view.)
** Three thing's I guess... there is also the odd result that turning on a Stairway cell forces you to use the stairs.
First, When your two front PCs die, monsters can reach your rear PCs, but they cannot reach the monster. IMO once the front row PCs are down, the back row should have the ability to reach with melee attacks.
Second (and easier to fix I think), The Ice-lizard will get behind your party and strike; you should not see the action happen (as it is behind you), but the Ice-Lizard's animation clips player's field of view when played from behind. What this means is that the player gets a view of the inside/reverse side of the Ice-Lizard Mesh (as seen from the back of it's skull / and through it); that's just weird and sounds easily fixed. Could the AI/engine just not play the attack animation when off screen? (Or, not play all of it? stopping short of clipping the view.)
** Three thing's I guess... there is also the odd result that turning on a Stairway cell forces you to use the stairs.