[MOD]Toorum's Manor
Re: Toorum's Dungeon
My music files were in 44khz mono and I import them in xmedia recode and convert them in 44khz mono again. The result was a half of the original size.
Try it. If it works it´s good, if not neither bad.
Try it. If it works it´s good, if not neither bad.
Re: Toorum's Dungeon
Well I can't try it right now because it's running on windows only.
I have to test that on another machine!
I have to test that on another machine!
Re: Toorum's Dungeon
Dear adventurers, monster hunters, puzzle seekers, tresor hunters, spell casters, skull breakers, wall readers, shoes wearers, the project is not dead, and still near a release!
I'm testing it since 10 days, on a portable pc with win8, it take times because I have to fix some majors issues, like timers who don't stop spawning monsters, what a mess in the game, because I wouldn't restart it after correcting the bugs. I was too far in the game. And what a so marvelous things, to forgot to connect wall_buttons to doors, then you can't open them!? fortunately the party:setPosition() command is there...
Here are some new screenshots, with the dungeon master wallset, and a new level to earn the firestaff, the most powerfull staff that you may need to finish the mod.
when you see this wall, things are going good, it's the firestaff vault!
a mix with a tall pillar from komag and the secret door opened, it makes a nice second floor wall!
it need only a second floor ceiling...
the firestaff is a great staff, you need to earn it! at your own risk
the last event and it will be your
added a nice intro and end + credits (I couldn't believe I ve successes to do that!)
but definetely, it will be manor and not dungeon
and added a few more custom items, look in the corners
the sounds are compressed with audacity, well I didnt have much more error with "out of memory"
It works well both on a mac and a portable pc, I had some trouble with the sound at the begining, but now it's fix!
I'm testing it since 10 days, on a portable pc with win8, it take times because I have to fix some majors issues, like timers who don't stop spawning monsters, what a mess in the game, because I wouldn't restart it after correcting the bugs. I was too far in the game. And what a so marvelous things, to forgot to connect wall_buttons to doors, then you can't open them!? fortunately the party:setPosition() command is there...
Here are some new screenshots, with the dungeon master wallset, and a new level to earn the firestaff, the most powerfull staff that you may need to finish the mod.
when you see this wall, things are going good, it's the firestaff vault!
SpoilerShow
it need only a second floor ceiling...
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but definetely, it will be manor and not dungeon
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It works well both on a mac and a portable pc, I had some trouble with the sound at the begining, but now it's fix!
Last edited by bongobeat on Sun Sep 15, 2013 8:21 pm, edited 1 time in total.
Re: Toorum's Dungeon
I´m on a ps3 moment, playing various games. But I didn't forget your project, I´ll be waiting the release
Re: Toorum's Dungeon
sorry, I have still some things to fix, it is finished, was a little easy on the end, but it's fully playable.
I will need one or two tester then.
I will need one or two tester then.
Re: Toorum's Dungeon
Good evening!
The mod is now finished, it is fully playable.
I'm not really familiar with that but, do you think I have to find some testers before, or can I publish it directly as I have tested it myself?
(I mean in the game, not in the editor, exept some modifications (to correct bugs) who were only tested in the editor)
Another question.
Actually I have put 4 musics from various author.
One is from jamendo.com and is free.
the 3 others are ripped from my cds. Have I the right to add them in this mod? Or should I remove them because of the copyright?
Is there any administrator of the nexus website who can help about that?
I realy need your advice guys!
The mod is now finished, it is fully playable.
I'm not really familiar with that but, do you think I have to find some testers before, or can I publish it directly as I have tested it myself?
(I mean in the game, not in the editor, exept some modifications (to correct bugs) who were only tested in the editor)
Another question.
Actually I have put 4 musics from various author.
One is from jamendo.com and is free.
the 3 others are ripped from my cds. Have I the right to add them in this mod? Or should I remove them because of the copyright?
Is there any administrator of the nexus website who can help about that?
I realy need your advice guys!
Re: Toorum's Dungeon
Copyright violations must be avoided. Remove them.bongobeat wrote:Good evening!
The mod is now finished, it is fully playable.
I'm not really familiar with that but, do you think I have to find some testers before, or can I publish it directly as I have tested it myself?
(I mean in the game, not in the editor, exept some modifications (to correct bugs) who were only tested in the editor)
Another question.
Actually I have put 4 musics from various author.
One is from jamendo.com and is free.
the 3 others are ripped from my cds. Have I the right to add them in this mod? Or should I remove them because of the copyright?
Is there any administrator of the nexus website who can help about that?
I realy need your advice guys!
Regards,
RMariano
RMariano
Re: Toorum's Dungeon
I very strongly suggest having a handful of testers to play the whole thing and take notes and give you feedback. I 100% guarantee you they will find problems and issues you never thought of and need to fix. Then after that do a full public release.
BTW, it looks pretty cool and interesting, I hope I can find time to play the finished product
BTW, it looks pretty cool and interesting, I hope I can find time to play the finished product
Finished Dungeons - complete mods to play