| View previous topic :: View next topic |
| Author |
Message |
Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
|
Posted: Fri Oct 26, 2007 8:35 am Post subject: Module linking? |
|
|
I'm making a series of modules, but i have a question:
Is it possible to make a module appear in the menu only if a previous module has been completed? |
|
| Back to top |
|
 |
Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
|
Posted: Fri Oct 26, 2007 10:47 am Post subject: |
|
|
Yes, thats called the module unlock system. Actually all palaces and abyss/catacomb use this, but I disabled this feature so that everyone could bugtest every module. Unlock system is set in Menu.txt where you write required IDSZ from a specific module. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
|
| Back to top |
|
 |
Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
|
Posted: Fri Oct 26, 2007 6:44 pm Post subject: |
|
|
That would be PERFECT for my Inventor module! I mean, I could make a G'nome Inventor that helps my Human Inventor make the teleporter. I just need to find a G'nome town module where a G'nome Inventor would start out, possibly the G'nome Pilot you find in the Inventor Start Module (White Beard). This G'nome would, in the G'nome town, make a Teleportation Receiver, by gathering materials from the G'nome shopkeepers. These materials, as it turns out, have been stolen by Lumpkins. So, you go to the Lumpkin Camp and take back the materials, which you keep and make into the Teleportation Receiver back at your workshop, which is part of the G'nome town. You just need to keep the materials. The G'nome workshop would work like a Ritual place in the Wizard Start, with a Direction Book that you wrote yourself.
As the G'nome Inventor, you would:
go to-[G'nomish Town Module]-goes to-[Lumpkin Camp]-goes to-[G'nome Town]-goes to-[G'nomish Airship Port/Airport]-unlocks-[Human Inventor Start]-which you go to, later.
As the Human Inventor, you would:
go to-[Human Inventor Start]
All I need is:
-A G'nome Town w/ G'nome Workshop (usable by all G'nomes)
-A G'nomish Airport (on the outskirts of the G'nomish Town)
-A Lumpkin Camp (the easiest part)
-The Human Inventor Start *DONE* _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW
Last edited by Maxaxle on Mon Oct 29, 2007 2:12 am; edited 1 time in total |
|
| Back to top |
|
 |
Agent of Dread lolwut?? (Moderator)


Joined: 23 Sep 2007 Age: 11 Posts: 4347 Location: FACEPLANT
|
Posted: Fri Oct 26, 2007 8:23 pm Post subject: |
|
|
Woah. That's complicated. But it sounds cool!
i think you should have the Lumpkin camp and the G'nome workshop thing as part of the same module. _________________ FACEPLANT |
|
| Back to top |
|
 |
Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
|
Posted: Fri Oct 26, 2007 8:24 pm Post subject: |
|
|
I always had an idea of Lumpkins and G'nomes fighting a furious war with guns and explosions (Gatling gonnes, bombardment, etc.). _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
|
| Back to top |
|
 |
Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
|
Posted: Sat Oct 27, 2007 4:41 am Post subject: |
|
|
Can't wait
I personally am best at the "Spawn Spots", or planning all of the spawning, as well as planning what should do what to suit who best. For example, Lumpkins as well as G'nomes would have Gatilin Gonnes, but not as many as the G'nomes. On the other hand, the Lumpkins would have a lot of claws, swords, and other hand weapons, while G'nomes would not use them as much. _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW |
|
| Back to top |
|
 |
bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
|
Posted: Sat Oct 27, 2007 6:20 am Post subject: |
|
|
I think the idea was that the G'nomes were supposed to be the tinkerer/scientist types in the game. There is a lot of stuff about that in the vision docs, so that is why G'nomes have gonnes and airships and boxes of gonnepowder and bombs and wind-up-toy weapons.
I think the Lumpkins, the natural enemies of the, G'nomes were supposed to be all pirates and such.
If ya want bombardment, maybe you could make an object with a HUGE shadow that would pass overhead (to simulate the airship) and then drop bombs? The airship would remain out of sight, but players would know to run if the shadow covered them...
I think you could make some interesting defenses by making small hills and placing the gates from the adventurer startup so that they pointed up out of the berm like spikes.
Maybe robot-like mounts? You could just convert the skinning of any mount to look like it is made from metal. I made up the skin for this "robodog" from the hotdog bitmap. You could maybe add particles for steam or smoke to come from the dog, and you could change the type of attack from red fire to green or black poison?
download the texture as
http://www.artistcollaboration.com/~aworkinprogress/robodog.bmp |
|
| Back to top |
|
 |
Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
|
Posted: Sat Oct 27, 2007 8:40 pm Post subject: |
|
|
I think the dog idea should be simply a Hot Dog with a robotic skin, smoke coming off of it, and it should be slightly slower, as it is a lot tougher than the regular Hot Dog. Don't forget, it should use a clanking sound instead of a padded pounding sound for the footsteps and a louder clanking sound (from the Bumper Car-release 2.1) for when it's damaged. Also, the rider should never be thrown off, and Lumpkins can't use it. I forgot to mention, flames would be a most ergonomic weapon (uses flames from the steam power), although poison would be a more deadly and diabolical weapon . _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW |
|
| Back to top |
|
 |
Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
|
Posted: Sun Oct 28, 2007 1:06 pm Post subject: |
|
|
| Zap attacks should disable it for several seconds and throw the rider off ( Damaging him as well. ). |
|
| Back to top |
|
 |
Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2305 Location: Norway
|
Posted: Sun Oct 28, 2007 1:19 pm Post subject: |
|
|
Yeah, that would be easy to fix. Just give the dogs Vulnerability IDSZ [ZAPP] and code them thus:
| Code: |
IfAttacked //Whenever attacked
GetDamageType
tmpx = tmpargument
tmpy = DAMAGEZAP
IfXIsEqualToY //If damage by zap
SetTargetToRider
tmpargument = 256 //1 point of damage
tmpdistance = DAMAGEZAP //Damage type
DamageTarget //Zap him too
DropWeapons //Throw away the rider
|
_________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword." |
|
| Back to top |
|
 |
Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
|
Posted: Mon Oct 29, 2007 2:39 am Post subject: |
|
|
About the G'nome Inventor: I think it would be easier to simply use a pre-saved G'nome character (IF you have one, as this module is unlocked by winning the G'nome Start). The town would be unlocked as soon as you beat the G'nome Start, where, if you went as a G'nome, then you could read a strange book in a workshop, which is public. The book has plans for a teleportation receiver, which you then gather the materials from the Lumpkin Camp after shopkeepers tell you that they've been robbed by Lumpkins. So, after you've gotten the materials, you use the materials sort of like in the Wizard Starter's ritual: You read the book of plans and end up putting each material on a workbench, and then the materials are assembled into a Teleportation Receiver, which is an object in the shape of a box with antennas, dials, buttons, and a few switches, which smokes and is, like most G'nomish tech, steam-powered. This gizmo you take to the G'nomish Airport/Airship Port, and use right outiside your airship. This brings in an AI Human Inventor, who follows you onto your airship. The teleportation receiver is destroyed in a ring of flame that appears when the AI Human Inventor is received.
WHEW! _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|