That would be AWESOME!Thels wrote:
Now, if you'd like the snail boss to, say, have a crown on his head, then it's an entirely different matter.
Daniel.
That would be AWESOME!Thels wrote:
Now, if you'd like the snail boss to, say, have a crown on his head, then it's an entirely different matter.
Me too!! Oh well, no. That was just wishful thinkingpetri wrote:WOHOO!! I just successfully loaded a custom dungeon neatly packaged and exported as a mod into the game
Never mind that the party starting location was incorrect...
Well, maybe this was a bad example. But assumed that the stats-code is source-code and therefor AH's source property, and I have in any technical way to extend it rather than provide whole new stats, then my example is right. But please, no discussion about this detail - then forget the stats example and just take a texture example - making a snail have rally stripes is also not possible if you do not create the texture from scratchThels wrote: I think you're missing the point.
A Boss Snail that would have the same graphics as a regular snail, just with stronger stats, wouldn't require the inclusion of all graphics data all over again. You'd have to enter data for a new monster, that uses the Snail model, but with different stats.
Good questions! Regarding the sounds, is there anytink like a sound-trigger (step over it and a sound will be played)?pulpum wrote:I haven't seen anything (I think) about sound in grimrock editor. can we use grimrock's original background music? (not the main theme) or is it possible to import some background music?
what can we expect for intro screens (like the beautiful screens in grimrock intro)? can we do some? (or just text maybe...) to present the mod in game?