e.g.
Code: Select all
party:getChampion(2):setPortrait("mod_assets/portraits/dwarvenWarrior.tga")
Code: Select all
party:getChampion(2):setPortrait("mod_assets/portraits/dwarvenWarrior.tga")
This tickles me to no end that we're seriously working through something that was present in 1992's Wolfenstein 3D.JohnWordsworth wrote:We could really do with a getPortrait() method too, so that we can temporarily set a portrait and then revert to whatever the player originally chose as their portrait. Alternatively, a setPortraitOverlay(...) would also be very cool. Otherwise, Bob decides he's going to tackle the dungeon with his characters from the main game and then all of his portraits get randomly changed and his character's aren't the same anymore!
No worries; I think we're all distracted by the next Round!Kuningas wrote:Also, finally starting to really work on my room in the dungeon. -__- This week was all hell and high water, but sometimes they come like that.
I was thinking we would start the map with a bunch of different size rooms so that each designer could choose the room they want. How big do we want to go in terms of room size?Grimwold wrote:Speaking of round 2... a potential restriction on room size to 5x5 was mentioned... unfortunately the room that I have in mind would need to be bigger than this... although at a push I could do a similar puzzle without the theme I've based it around.
That sounds like a good idea.. and until 5x5 was mentioned, that's what I thought had been suggested.SpiderFighter wrote:I was thinking we would start the map with a bunch of different size rooms so that each designer could choose the room they want. How big do we want to go in terms of room size?Grimwold wrote:Speaking of round 2... a potential restriction on room size to 5x5 was mentioned... unfortunately the room that I have in mind would need to be bigger than this... although at a push I could do a similar puzzle without the theme I've based it around.