Windows 1.3.6 beta

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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LordYig
Posts: 175
Joined: Wed Jul 04, 2012 5:45 pm

Re: Windows 1.3.6 beta

Post by LordYig »

This is wonderful and very promising.
That's a lot of new features.

You are doing such a great job ! Thank you !
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Grimwold
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Joined: Thu Sep 13, 2012 11:45 pm
Location: A Dungeon somewhere in the UK

Re: Windows 1.3.6 beta

Post by Grimwold »

One other problem. entity.class returns nil for a door, but works so far for Monster, Altar, Blockage, Item, Script, Counter etc.
flatline

Re: Windows 1.3.6 beta

Post by flatline »

Brilliant news!
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scorp29
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Re: Windows 1.3.6 beta

Post by scorp29 »

petri wrote:entities with pillar placement can now be placed next to walls in the editor
Does it come with a "replacePillar" attribute ?
Cause so far I got 2 pillars on the same place x)
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Don't matter the white material, I didn't apply texture on it.
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pferguso
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Re: Windows 1.3.6 beta

Post by pferguso »

Well the projectile offsets work great! Here is the Glaive of Krull weapon I have been working on. It bounces off walls, hits switches, goes right through monsters, and deflects off statues, and returns to the hand of the thrower. It kicks so much ass, its not even funny!
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Kuningas
Posts: 268
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Location: Northern Finland

Re: Windows 1.3.6 beta

Post by Kuningas »

Cool stuff!

I'm presuming it it not up on GoG yet? I think you explained the betas were hard to distribute there. I almost bought Grimrock on steam the other day when it was on sale, but forgot.

Anyway, I wouldn't have the chance to test it right now, since I am down south at the moment... incidentally less than ten kilometers from your offices! So awesome, my first time near the capitol. I'd pay you an unwelcome visit, but lucky for you I can't. ; D Your coffee reserves would never recover from such a blow.
BASILEUS
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JKos
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Re: Windows 1.3.6 beta

Post by JKos »

Great news! Time to start testing.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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Nickydude
Posts: 44
Joined: Sun Oct 28, 2012 1:34 am
Location: UK

Re: Windows 1.3.6 beta

Post by Nickydude »

Kuningas wrote:Cool stuff!

I'm presuming it it not up on GoG yet? I think you explained the betas were hard to distribute there. I almost bought Grimrock on steam the other day when it was on sale, but forgot..
I also bought mine through GOG before realising it was anywhere else. :( Probably buy it again through Steam like Kuningas.
"Hey look! A dungeons and Dragons ride...!"
Ixnatifual

Re: Windows 1.3.6 beta

Post by Ixnatifual »

While signed up for betas over Steam I found myself unable to export dungeons from the editor. Removing the beta opt-in made it work again.
viewtopic.php?f=12&t=4534&p=47804#p47804
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JKos
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Re: Windows 1.3.6 beta

Post by JKos »

I found a (minor) bug: g.width and g.height are not calculated correctly on editor window.

I excepted that this function call
g.drawRect(g.width - 200, 50, 345, 300)

would render a rectangle 200 pixels to the left from the right border of the game screen, and it does, but only in full screen mode (ctrl + f). In small preview window the rectangle moves to the left. And if the preview window is narrow enough, the width property starts returning negative values. Same problem with the g.height.
It's not a big problem because we can always test gui in full screen mode.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
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