Dungeon Editor Progress

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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Billick
Posts: 201
Joined: Thu Apr 19, 2012 9:28 pm

Re: Dungeon Editor Progress

Post by Billick »

Secret cow level!
Halls of Barrian - current version 1.0.3 - Steam Nexus
Me Grimrock no bozo!
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Komag
Posts: 3658
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Dungeon Editor Progress

Post by Komag »

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!) :D
Finished Dungeons - complete mods to play
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pulpum
Posts: 155
Joined: Wed Apr 18, 2012 1:23 am
Location: bordeaux, france

Re: Dungeon Editor Progress

Post by pulpum »

thank you.

now, I've installed the thing, just to see it... and now, I can't go back to work!!! :twisted:
ad&d / ff / d&d
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DarkRagnar
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Joined: Mon Aug 20, 2012 7:31 pm

Re: Dungeon Editor Progress

Post by DarkRagnar »

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.
Last edited by DarkRagnar on Wed Sep 12, 2012 11:29 pm, edited 1 time in total.
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Darklord
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Location: England

Re: Dungeon Editor Progress

Post by Darklord »

Billick wrote:Secret cow level!
Where where! :D

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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Billick
Posts: 201
Joined: Thu Apr 19, 2012 9:28 pm

Re: Dungeon Editor Progress

Post by Billick »

Darklord wrote:
Billick wrote:Secret cow level!
Where where! :D

Daniel.
Check out the trailer on the blog page. Watch 'till the end. :lol:
Halls of Barrian - current version 1.0.3 - Steam Nexus
Me Grimrock no bozo!
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Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: Dungeon Editor Progress

Post by Darklord »

Damn, not sure my phone can run it! (no pc here) :evil:

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: Dungeon Editor Progress

Post by Darklord »

Yes it worked! Cow on wheels! Oh yeah! :D

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
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raf68
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Location: France alsace
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Re: Dungeon Editor Progress

Post by raf68 »

This level editor is the greatest gift that directory you can offer us
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Isaac
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Joined: Fri Mar 02, 2012 10:02 pm

Re: Dungeon Editor Progress

Post by Isaac »

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.)

Image

** Three thing's I guess... there is also the odd result that turning on a Stairway cell forces you to use the stairs.
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