Petri consumes glögg and codes with you

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Petri consumes glögg and codes with you

Post by petri »

Done:
- added Item:removeItem(slot); removes item from a specific slot of a container
- bonus: added Item:insertItem(slot, item); inserts item into a specific slot of a container
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Petri consumes glögg and codes with you

Post by petri »

hmm, looking into lever locations...
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: Petri consumes glögg and codes with you

Post by JohnWordsworth »

I hope glögg being hot, hot, hot doesn't mean the alcohol content is any lower! :p Sounds sacrilegious to me!

@crisman: I think those features were added in the last beer and coding night, so haven't been released yet.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
LordYig
Posts: 175
Joined: Wed Jul 04, 2012 5:45 pm

Re: Petri consumes glögg and codes with you

Post by LordYig »

Hooo ! Coding session ! :D

Could you add a proper handling for the lever object actionable zone ?
I mean could the lever object works the way the button object work ?
You click on the model and not on the middle of the wall to activate the object.
petri wrote:hmm, looking into lever locations...
Did not see this !
That's great to read !
Grimwold wrote:I was keen for a way to make monsters flee for a time
And I support Grimwold proposal !
Fleeing monsters could be nice !
Who said horn of fear and the thief monster from DM ? :roll:
Last edited by LordYig on Tue Dec 04, 2012 7:20 pm, edited 1 time in total.
User avatar
Diarmuid
Posts: 807
Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
Contact:

Re: Petri consumes glögg and codes with you

Post by Diarmuid »

Yay!

I'd love some more printing functions to communicate with the player:
- print over monster head (damage, "miss", "shield active", etc.)
- print in the middle of the screen (like wall texts)
- print in character names spot (for printing, let's say, 0 damage if an amulet makes you immune to undead, or "stoned", etc.)

allow damageTile to do 0 damage
+1 for custom damage types!
+1 for moveObject
User avatar
Grimwold
Posts: 511
Joined: Thu Sep 13, 2012 11:45 pm
Location: A Dungeon somewhere in the UK

Re: Petri consumes glögg and codes with you

Post by Grimwold »

shootProjectile() to reference the same flags bitfield as damageTile() so that the originator ordinal can be used
User avatar
Xanathar
Posts: 629
Joined: Sun Apr 15, 2012 10:19 am
Location: Torino, Italy
Contact:

Re: Petri consumes glögg and codes with you

Post by Xanathar »

A function like:

spawnPicture("dumdedum.tga", duration, function(x, y))

- shows the specified tga
- fades out after specified duration or at user click (duration = 0, means only click does)
- if clicked, it calls the specified function with the clicked coordinate relative to the picture
- returns a picture

spawnPixtureText(pictureid, "some text", x, y)

- can be called only after a picture is out
- prints the text on the picture (or on the screens, the point is, it disappears with the picture)


This is the maximum redux I can think of for mid-game cinematics or dialogue boxes (think of EOB dialogues). Not really very functional, but with probably the minimum coding effort to have a remote slight hope this could get implemented in this contest :D
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
User avatar
Xanathar
Posts: 629
Joined: Sun Apr 15, 2012 10:19 am
Location: Torino, Italy
Contact:

Re: Petri consumes glögg and codes with you

Post by Xanathar »

- bonus: added Item:insertItem(slot, item); inserts item into a specific slot of a container
Item:getItemAtSlot(slot) ? Otherwise the above wouldn't be very usable imho
Waking Violet (Steam, PS4, PSVita, Switch) : http://www.wakingviolet.com

The Sunset Gate [MOD]: viewtopic.php?f=14&t=5563

My preciousss: http://www.moonsharp.org
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Petri consumes glögg and codes with you

Post by petri »

Whoops this thread is getting very long very fast, hope I can fulfil at least a couple of feature requests :)

Done:
- lever click box can be adjusted by placing a Node named "lever_node" in the model file
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Petri consumes glögg and codes with you

Post by petri »

Xanathar wrote:
- bonus: added Item:insertItem(slot, item); inserts item into a specific slot of a container
Item:getItemAtSlot(slot) ? Otherwise the above wouldn't be very usable imho
Good point. Done!
Post Reply