As some were asking about my progress thus far, they were also asking for a demo. Took a few days to get one, but I've got a development demo out on NexusMods.
I've be glad to hear some constructive criticism!
https://www.nexusmods.com/legendofgrimrock2/mods/193
Search found 27 matches
- Fri Dec 13, 2024 1:32 am
- Forum: Mod Creation
- Topic: Grimstone Keep (A Reimagining of Stonekeep by Interplay)
- Replies: 4
- Views: 3013
- Fri Dec 13, 2024 1:30 am
- Forum: Modding
- Topic: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
- Replies: 38
- Views: 58289
Re: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
As some were asking about my progress thus far, they were also asking for a demo. Took a few days to get one, but I've got a development demo out on NexusMods.
I've be glad to hear some constructive criticism!
https://www.nexusmods.com/legendofgrimrock2/mods/193
I've be glad to hear some constructive criticism!
https://www.nexusmods.com/legendofgrimrock2/mods/193
- Fri Nov 15, 2024 5:39 am
- Forum: Modding
- Topic: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
- Replies: 38
- Views: 58289
Re: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
... I think it would be cool to discuss. Some are still around, but as near as any can tell the IP is effectively dead, for a seeming lack of interest from the developers. Very sad.:( The game still works superbly though. :) There is a Discord channel that seems more popular than the official forum...
- Fri Nov 08, 2024 6:33 am
- Forum: Mod Creation
- Topic: NPC (Custom Brain, or No Brain)
- Replies: 9
- Views: 2796
Re: NPC (Custom Brain, or No Brain)
If you get as far as doing any object oriented programming, a "class" works one way, while "objects" created by a class work another way. But Lua's object oriented programming is not the same as other languages. Thanks for the reply, that is kinda where some things are throwing ...
- Fri Nov 08, 2024 6:19 am
- Forum: Modding
- Topic: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
- Replies: 38
- Views: 58289
Re: Legend of GrimKeep - A Grimrock remake of the 1995 Stonekeep
Anyone here still around? I've been working on this with the LoG2 editor and am curious how far yall have gotten with your builds, assets, etc. At the very least, I think it would be cool to discuss.
- Wed Oct 30, 2024 6:21 am
- Forum: Grimrock 2 Discussion
- Topic: Player Movement Sound Based on Variable Condition
- Replies: 0
- Views: 2542
Player Movement Sound Based on Variable Condition
I wanted to share something that I had been having difficulty with and the solution. I have been working on my LoG2 mod and am working on a flooded level. With this flooded level, the water could go away (be drained), so the movement sound the party would make needs to change along with the change i...
- Sat Oct 12, 2024 3:59 am
- Forum: Mod Creation
- Topic: NPC (Custom Brain, or No Brain)
- Replies: 9
- Views: 2796
Re: NPC (Custom Brain, or No Brain)
Another possibility for forcing the monster to stay still, is in the monster's def file, add an action: { class = “MonsterAction”, name = “stayStill”, animation = “idle”, }, That uses the animation of "idle", but skips the hardcoded logic for brain:wait() and lets you return true to stop ...
- Sat Oct 12, 2024 12:35 am
- Forum: Mod Creation
- Topic: NPC (Custom Brain, or No Brain)
- Replies: 9
- Views: 2796
Re: NPC (Custom Brain, or No Brain)
You need one more "end" (without a comma). The first "end" finishes your "if elseif" statement. The second one finishes the function. - The first one has no comma, the second one does. elseif PerformAct == theraA1F then self.performAction("theraA1F") end, }, ...
- Fri Oct 11, 2024 4:08 am
- Forum: Mod Creation
- Topic: NPC (Custom Brain, or No Brain)
- Replies: 9
- Views: 2796
Re: NPC (Custom Brain, or No Brain)
Another possibility for forcing the monster to stay still, is in the monster's def file, add an action: { class = “MonsterAction”, name = “stayStill”, animation = “idle”, }, That uses the animation of "idle", but skips the hardcoded logic for brain:wait() and lets you return true to stop ...
- Wed Oct 09, 2024 12:14 am
- Forum: Mod Creation
- Topic: NPC (Custom Brain, or No Brain)
- Replies: 9
- Views: 2796
Re: NPC (Custom Brain, or No Brain)
You could disable turning, so it won't happen randomly - I believe brain:performAction() will still work if called from onThink(). Then the monster will walk and pause as usual, not so mechanically, and it will only turn when you tell it to. And also disable attacks for NPCs, so that no default beh...