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Re: Dungeon Editor Progress

Posted: Wed Sep 12, 2012 3:56 pm
by Billick
Secret cow level!

Re: Dungeon Editor Progress

Posted: Wed Sep 12, 2012 4:40 pm
by Komag
I previously got Grimrock from GoG, but I just bought the game again directly from this site so I could get the Steam Key just for this editor beta (and to pay the guys at Almost Human a few more bucks!) :D

Re: Dungeon Editor Progress

Posted: Wed Sep 12, 2012 4:56 pm
by pulpum
thank you.

now, I've installed the thing, just to see it... and now, I can't go back to work!!! :twisted:

Re: Dungeon Editor Progress

Posted: Wed Sep 12, 2012 9:35 pm
by DarkRagnar
Has anyone figured out a way to get rid of the pillars in the corner of wall tiles when I have temple wall objects there? I think its just a limitation of the current version. Being beta and all. Probably need to just edit the textures.

The workaround seems to be secret walls and pillars with default assets

LOVING IT.

Re: Dungeon Editor Progress

Posted: Wed Sep 12, 2012 9:39 pm
by Darklord
Billick wrote:Secret cow level!
Where where! :D

Daniel.

Re: Dungeon Editor Progress

Posted: Wed Sep 12, 2012 9:52 pm
by Billick
Darklord wrote:
Billick wrote:Secret cow level!
Where where! :D

Daniel.
Check out the trailer on the blog page. Watch 'till the end. :lol:

Re: Dungeon Editor Progress

Posted: Wed Sep 12, 2012 9:56 pm
by Darklord
Damn, not sure my phone can run it! (no pc here) :evil:

Daniel.

Re: Dungeon Editor Progress

Posted: Wed Sep 12, 2012 9:59 pm
by Darklord
Yes it worked! Cow on wheels! Oh yeah! :D

Daniel.

Re: Dungeon Editor Progress

Posted: Mon Sep 24, 2012 10:04 am
by raf68
This level editor is the greatest gift that directory you can offer us

Re: Dungeon Editor Progress

Posted: Mon Sep 24, 2012 12:22 pm
by Isaac
There does not seem to be a Feature thread for the game, but two things in Grimrock kind of irked me a bit, and I'd love it if they were looked at, and perhaps addressed (if feasible).

First, When your two front PCs die, monsters can reach your rear PCs, but they cannot reach the monster. IMO once the front row PCs are down, the back row should have the ability to reach with melee attacks.

Second (and easier to fix I think), The Ice-lizard will get behind your party and strike; you should not see the action happen (as it is behind you), but the Ice-Lizard's animation clips player's field of view when played from behind. What this means is that the player gets a view of the inside/reverse side of the Ice-Lizard Mesh (as seen from the back of it's skull / and through it); that's just weird and sounds easily fixed. Could the AI/engine just not play the attack animation when off screen? (Or, not play all of it? stopping short of clipping the view.)

Image

** Three thing's I guess... there is also the odd result that turning on a Stairway cell forces you to use the stairs.