[DEVELOPER DISCUSSION] One Room Round Robin 2 (SPOILERS)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
aaneton
Posts: 189
Joined: Fri Sep 21, 2012 1:53 pm

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by aaneton »

Ryeath_Greystalk wrote:I keep getting a crash that closes the game when I try to do aaneton's room. I was worried that I might have messed something up as our rooms are neighbors so I went back to the file I downloaded (before I put my room in) and I still get the crash.
SpoilerShow
I go in the portal then walk towards guard. If I am holding the torch it tells me to stand back, no unauthorized items. If I put the torch in my pack then approach the game crashes. I get the windows 7 warning about checking for a solution then I have to close the game.
Very interesting, I'm not able to replicate that, can someone else try this?
SpoilerShow
There is a script basically it checking if any character has anything in their hands, if they don't they should be let in, I have tested this alot of times and never had a any problem.
BTW if you still want to try my room, you can just set starting_location anywhere behind the guard on level 6 (e.g. next to the staircase), the guard will just stand there jos can continue as he would have granted you in. The guard/frontdoor state does not affect completion.
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
User avatar
The cube
Posts: 94
Joined: Tue Apr 23, 2013 6:09 pm
Location: Barren Desert

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by The cube »

Finally almost got thru johnswordsworth`s room, but accidently shot the ghost with an arrow and crashed the game :(
too bad, after all that grinding.
How are you supposed to realize how to trap the ghost? i was not able to get it even by looking at the scripts.
Ancylus
Posts: 50
Joined: Thu Oct 11, 2012 5:54 pm

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Ancylus »

Diarmuid wrote:
SpoilerShow
- Ancylus, the sword and potion are items you get to keep for the rest of the dungeon, right? It seems as you would need the potion for something in the room though, as you need to get by the pits puzzle for that. Using both that and the sword, do you think it would be a good idea to plug this as a requirement to get to the last key, for example "Only the pure can pass" text and it lets you pass if all your chars are poisoned (keeping with the inversion theme), this way you have to poison yourself. Just a suggestion.

- Also, maybe think of a hint for the hints. The outside changing text is a fantastic idea, but so easy to miss on. I only noticed it because I looked at the script entities, I never would have thought of going back down the stairs during the room solving, or even reading again the text after completing the room.
SpoilerShow
Getting past the pits is required to reach the pressure plate behind. The flask is just one of the rewards from the room. Is there something in particular that made the flask (rather than the plate) appear part of a puzzle?

A hint for the hint text might be a good idea, but I haven't really been able to think of a good one. I'm receptive to ideas, if you have any. Alternatively, I could create a stone tablet item or something like that, but it might be too easy.
User avatar
Diarmuid
Posts: 807
Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
Contact:

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

@Ryeath & aaneton Thanks! I'll look at your rooms later tonight.

@The cube - If you've played Dungeon Master, how to trap the ghost will revive fond memories I guess. At least there aren't lots of demons around pounding you with fireballs between fire pits.

@ Ancylus, ah, reaching the plate was required, of course. Sorry. Stone tablet might be too much, but maybe your "where text on walls change" or a "What has been read deserves to be read again" type of message on a scroll?

Ah, and who should this go to next? Spiderfighter's next in line, are you available John? If not we can send it to Drakkan.
User avatar
SpiderFighter
Posts: 789
Joined: Thu Apr 12, 2012 4:15 pm

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by SpiderFighter »

Diarmuid wrote:@Ryeath & aaneton Thanks! I'll look at your rooms later tonight.

@The cube - If you've played Dungeon Master, how to trap the ghost will revive fond memories I guess. At least there aren't lots of demons around pounding you with fireballs between fire pits.

@ Ancylus, ah, reaching the plate was required, of course. Sorry. Stone tablet might be too much, but maybe your "where text on walls change" or a "What has been read deserves to be read again" type of message on a scroll?

Ah, and who should this go to next? Spiderfighter's next in line, are you available John? If not we can send it to Drakkan.
I may need to come up with a completely different, simply mechanical, concept. I haven't had time to even look at the scripting, let alone learn what I'm doing. Best to keep passing it on for now, please.

Diarmuid, I realize you've taken this thing under your own massive wings, so thank you on behalf of everyone.
User avatar
Diarmuid
Posts: 807
Joined: Thu Nov 22, 2012 6:59 am
Location: Montreal, Canada
Contact:

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Diarmuid »

@ Spider, great! I'll send the file over for Drakkan as you are busy right now. And seems indeed I have taken the lead on that... I'll be glad to continue, but will need help with bug checking and working on all the dungeon hub, corridors, etc.

Updates:

- Found the bugs that were crashing aaneton's room entrance. The main issue was destroying a pressure plate in the same function that it triggered. So I replaced this:

Code: Select all

court_entry_hidden_plate1:destroy()
with this:

Code: Select all

  diarmuidRoom.delay(0.05, 
		function()
  			court_entry_hidden_plate1:destroy()
		end
	)
There was also a self.level insted of a party.level

- For aaneton's room, (Lot's of fun, nice setting/plot, love "Warden the Vandal" :)) I wasn't sure how to get to the secret behind the "don't get in the way of justice" passage, and how to get to the evidence room, so couldn't test.

- Ryeath_Greystalk, the puzzle is very nice too. I managed to get how things worked quickly, but remembering which lever combination controlled which Dragon was a bit confusing, short of taking notes. How about a light subtly illuminating the currently selected Dragon?

- Also, the secret sound and xp gain were triggering each time the dragons were moved in and out of place, fixed it.

- Elizabeth's room is lovely. I told my wife your daugther wished to make a room, she said it was the most adorable thing she has ever heard. As this is a "snail place", how about triggering a snail spawner once the crown is taken? That way we would have our snail farm, easy access, right in the middle of the whole dungeon. You could even hint at it with a scroll with something like "The snail people will forever return to this place now to mourn their fallen king" or another suitable sentence.

- Fixed Mahric's scripts with updated versions he sent me.

There! That's it for today, I'll leave the other bugs pointed out (JohnW's ghost+projectile crash, enterable walls, for the next time I get the file, or if someone else wants to look at it.)
Ryeath_Greystalk
Posts: 366
Joined: Tue Jan 15, 2013 3:26 am
Location: Oregon

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by Ryeath_Greystalk »

Diarmuid wrote:
- Ryeath_Greystalk, the puzzle is very nice too. I managed to get how things worked quickly, but remembering which lever combination controlled which Dragon was a bit confusing, short of taking notes. How about a light subtly illuminating the currently selected Dragon?

- Also, the secret sound and xp gain were triggering each time the dragons were moved in and out of place, fixed it.

- Elizabeth's room is lovely. I told my wife your daugther wished to make a room, she said it was the most adorable thing she has ever heard. As this is a "snail place", how about triggering a snail spawner once the crown is taken? That way we would have our snail farm, easy access, right in the middle of the whole dungeon. You could even hint at it with a scroll with something like "The snail people will forever return to this place now to mourn their fallen king" or another suitable sentence.
What was causing the XP & Sound issue Diarmuid? It wasn't doing it on my version, but perhaps I changed a small detail without thinking of it. I know I made a quick change to the reset script right before I sent it so it should not have awarded experience more than once.

As for the Dragons being illuminated I think I could do that fairly painlessly. I will try it out, as well as the snail farm idea.

Thanks for all the work you are doing.
User avatar
aaneton
Posts: 189
Joined: Fri Sep 21, 2012 1:53 pm

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by aaneton »

Diarmuid wrote:@ Spider, great! I'll send the file over for Drakkan as you are busy right now. And seems indeed I have taken the lead on that... I'll be glad to continue, but will need help with bug checking and working on all the dungeon hub, corridors, etc.

Updates:

- Found the bugs that were crashing aaneton's room entrance. The main issue was destroying a pressure plate in the same function that it triggered. So I replaced this:

Code: Select all

court_entry_hidden_plate1:destroy()
with this:

Code: Select all

  diarmuidRoom.delay(0.05, 
		function()
  			court_entry_hidden_plate1:destroy()
		end
	)
There was also a self.level insted of a party.level

- For aaneton's room, (Lot's of fun, nice setting/plot, love "Warden the Vandal" :)) I wasn't sure how to get to the secret behind the "don't get in the way of justice" passage, and how to get to the evidence room, so couldn't test.
Thank you for fixing it, I had identified the problem myswlf also, but your fix is elegant :)

Here's how to find my secrets:
SpoilerShow
secret 1: Secret is only triggered if you visit both Jury room and Evidence room. To get to evidence room all you need is to steal (pickup) the second key on the table (altar) next to the judge behind the portcullis, you can actually do that through the portcullis (the secret is to notice that there is a key there), you can actually also access evidence room with jury key and vice versa (and for the judge it's enough you get downstairs to the lobby, you don't have to visit any room to progress). Also should you execute all prisoners you will take the judges place and therefore have access behind table (and then second key can't be missed). Who you execute dosen't matter but different execution amount gives different end with the judge. Evidence room gives a hint what is the "correct" amount of executions, to get a reward (not a secret).
Secret 2: All you need to do is to press the "for opening only button", after the Judgement pit has been opened , violá a secret door opens.
BTW: I could add later one more secret to my room, if I would get 1 floor from one empty room. I could actually make a secret that if you walk into the RED prison portal you would actully end up in prison cell area (my inital plan, but ran out of space) with some small puzzle and loot to be found. I can do this in the end once we know how much space we have, if theres any extra :)
My Grimrock mod (LoG1): The Onkalo Project
My Android (and windows desktop) game: Balloon Gentleman
User avatar
JohnWordsworth
Posts: 1397
Joined: Fri Sep 14, 2012 4:19 pm
Location: Devon, United Kingdom
Contact:

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by JohnWordsworth »

@The Cube: Sorry you had a rough time of my room (with the projectile crash at the end). It is designed to be completable even if you don't figure out all of the bits of the puzzle (through grinding, instead of proper use of the items). I agree that if you don't get some of the fundamentals from the scrolls then you might struggle to get the ending though. Similarly, there are only actually 4 creatures that you have to fight in the traditional sense if you figure out the puzzle(s). I would love to know if you figured out the following fundamentals early on...

NOTE. These spoilers truly are answers to the puzzles, please don't read if you haven't played the room yet as I would love to hear how others get on without any knowledge.
SpoilerShow
1. Did you figure out early on that you could block any of the creatures (Spiders, Skeletons, Zombie Ogre, Xanalin) in the room by dropping the green gem on a space? If not, when did you figure this out?

The clues are that the spiders only move towards you when you pickup the gems and the scroll that states "As a High Priest of the order of Savina, I hold two gems infused with her divine power. When placed on the ground, they seem to hold any of the evil creatures spawned by Xanalin (including Xanalin himslf) at bay for they fear the touch of Savina's power."

2. Did you figure out that you can throw the green gems at the Spiders to kill them instantly instead of fighting them the traditional way?

I forget what the clues are to this, apart from the fact that the scroll above states "for they fear the touch of Savina's power" at the same time as state "these two gems infused with her divine power".

3. Did you fight the Zombie Ogre or did you (a) just have him run around and trap him back in the room again or (b) trap him with the gems so that he couldn't get you? You can do this room without ever hitting the Ogre and ever being in danger with clever use of the gems.


I think that only (1) is crucial in getting through the room, although it would seem like a grind if you don't figure out (2) as that is supposed to allow you to skip most of the fights!

----

With regards to the projectile crash, I know where that's occurring (even if not why yet). Xanalin reflects projectiles back at you. This has worked before, so it's either a case of certain projectile not reflecting properly (they must be destroyed and recreated) or something changing since I've made my room which has caused a clash. I can look into it next week when I'm back from our holiday in Florida!
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
User avatar
The cube
Posts: 94
Joined: Tue Apr 23, 2013 6:09 pm
Location: Barren Desert

Re: [OPEN - SIGNUP / DISCUSS] One Room Round Robin 2!

Post by The cube »

Well,
SpoilerShow
1. Did you figure out early on that you could block any of the creatures (Spiders, Skeletons, Zombie Ogre, Xanalin) in the room by dropping the green gem on a space? If not, when did you figure this out?
-- When you told me. I feel pretty stupid after realizing it was directly said in the scrolls :oops:

2. Did you figure out that you can throw the green gems at the Spiders to kill them instantly instead of fighting them the traditional way?
-- After dying to them multiple times..

3. Did you fight the Zombie Ogre or did you (a) just have him run around and trap him back in the room again or (b) trap him with the gems so that he couldn't get you? You can do this room without ever hitting the Ogre and ever being in danger with clever use of the gems.
-- Traditional fight after killing all the other monsters (When he rushes at you, sidestep and hit him while he`s rushing. You will never be on danger this way.)
-- That really toke me a long time
EDIT: btw, what is the name of the ghost skeleton archer and -warrior asset?
Post Reply