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Code? in Blades of Avernum Editor
Agent
Member # 2820
Profile #13
254

What is your suggestion for a good font for these kinds of tasks? Mine would be either Proggy Clean or Lucida Console.

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Code? in Blades of Avernum
Agent
Member # 2820
Profile #13
254

What is your suggestion for a good font for these kinds of tasks? Mine would be either Proggy Clean or Lucida Console.

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Simulacrum!.. what monsters are on your list? in The Avernum Trilogy
Agent
Member # 2820
Profile #1
First of all, you picked an absolutely great and traditional topic to make your first post on.

Second of all, you can't have Doomguards because they a) have a special class and b) split.

As for me, I love Aranea Lords and different Golems.

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
BoA Editor Suggestions in Blades of Avernum Editor
Agent
Member # 2820
Profile #82
That is an EXTREME engine modification, although arrays and matrices would be ever so helpful. Or, in the style of C:

short v1[size]

Now that I think of it, in the custom object scripts, how come the arrays aren't enclosed in brackets?

The spell library idea is a great one, and I think it could be implemented with little creative work from Jeff. But the frequency thing might be a little too much to ask for, since the basic AI for all creatures is pretty much consistent and hard coded throughout. I would imagine the file would be like this:

beginspelllib;

ORIGINAL_MAGE; // The original stuff must be manually typed in by you
// FORMAT: spell_number = spell_level
// clear; clears all spells in block
clear;
5 = 5;
19 = 1;

ORIGINAL_PRIEST;
0 = 11;
10 = 4;

CURRENT_MAGE;
//BLAH BLAH BLAH
CURRENT_PRIEST;
EDIT: When are you going to update the front post and send this to JZ?

[ Wednesday, August 18, 2004 06:18: Message edited by: Garrison ]

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Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
BoA Editor Suggestions in Blades of Avernum
Agent
Member # 2820
Profile #82
That is an EXTREME engine modification, although arrays and matrices would be ever so helpful. Or, in the style of C:

short v1[size]

Now that I think of it, in the custom object scripts, how come the arrays aren't enclosed in brackets?

The spell library idea is a great one, and I think it could be implemented with little creative work from Jeff. But the frequency thing might be a little too much to ask for, since the basic AI for all creatures is pretty much consistent and hard coded throughout. I would imagine the file would be like this:

beginspelllib;

ORIGINAL_MAGE; // The original stuff must be manually typed in by you
// FORMAT: spell_number = spell_level
// clear; clears all spells in block
clear;
5 = 5;
19 = 1;

ORIGINAL_PRIEST;
0 = 11;
10 = 4;

CURRENT_MAGE;
//BLAH BLAH BLAH
CURRENT_PRIEST;
EDIT: When are you going to update the front post and send this to JZ?

[ Wednesday, August 18, 2004 06:18: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Nudism in General
Agent
Member # 2820
Profile #52
It is just considered more proper in most cultures that are not considered 'primitive' or 'barbaric' by dull socialites to wear clothing except for art, certain forms of entertainment, and of course intimacy.

Clothes obviously came about for practical reasons seeing as though we do not have fur coats, very tough skin, or natural armor.

When covering the breast and pelvic areas are not paramount in the given situation, I guess the need never came about. But with publicly accepted nudity, it is take a tiny bit away from when a girl/boy friend undresses, or so I would think.

But I belive that in many polytheistic religions, ascended individuals shed themselves of clothing to be more pure and because they do not need it.

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What do I put here?
-Garrison
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
BoA Editor Suggestions in Blades of Avernum Editor
Agent
Member # 2820
Profile #78
Whoops, I misinterpreted the deny_spell() suggestion. I thought its only purpose was to turn off ranges of spells like bolt of fire from creature casters.

Can't you do a spawn_creature(my_number()) in the DEAD_STATE to accomplish this?

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
BoA Editor Suggestions in Blades of Avernum
Agent
Member # 2820
Profile #78
Whoops, I misinterpreted the deny_spell() suggestion. I thought its only purpose was to turn off ranges of spells like bolt of fire from creature casters.

Can't you do a spawn_creature(my_number()) in the DEAD_STATE to accomplish this?

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
BoA Editor Suggestions in Blades of Avernum Editor
Agent
Member # 2820
Profile #72
I'd like the added feature of setting how fast a monster's health and spell points regenerate in the custom objects script, defaulting to 1/8th health per turn as it is now.

A medley of calls (please update, *i):

If possible, maybe the cast_spell() call could force other characters to cast spells, other than the current one.

void set_hp_regen(short which_char, short what_percentage) - Gets what percentage of which_char's maximum health is regained every tick.

void set_hp_regen(short which_char_or_group, short what_percentage) - Sets what percentage of which_char_or_group's maximum health is regained every tick.

short get_sp_regen(short which_char, short what_percentage) - Returns what percentage of which_char's maximum spell points are regained every tick.

short get_sp_regen(short which_char_or_group, short what_percentage) - Returns what percentage of which_char_or_group's maximum spell points are regained every tick.

void deduct_ap_from(short which_char, short how_much) - Counterpart to deduct_ap(), but you can affect other character's ap. Probably more useful in terrain scripts and custom abilities. The affected character's ap is reduced by how_much, which can be negative to add ap.

short check_path_to_loc(short loc_x, short loc)_y) - Has the pathing engine calculate whether or not the current character can reach location {loc_x,loc_y}. This call does not actually move the character along the path, though. Returns 1 if a path is found, 0 if there is definitely no path, -1 if there was no path found because the pathing engine stopped before exhausting all possible nodes.

short check_path_to_wayp(short which_waypoint) - Has the pathing engine calculate whether or not the current character can reach waypoint which_waypoint. This call does not actually move the character along the path, though. Returns 1 if a path is found, 0 if there is definitely no path, -1 if there was no path found because the pathing engine stopped before exhausting all possible nodes.

short check_path_between_locs(short loc_x1, short loc_y1, short loc_x2, short loc_y2) - Has the pathing engine calculate whether or not a character at location {loc_x1,loc_y1} could reach location {loc_x2,loc_y2}. Returns 1 if a path is found, 0 if there is definitely no path, -1 if there was no path found because the pathing engine stopped before exhausting all possible nodes.

I also suggest that there is an option for denying all spells with the previously suggested deny_spell() call, and then one would have to add the wanted spells.

[ Tuesday, August 17, 2004 09:21: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
BoA Editor Suggestions in Blades of Avernum
Agent
Member # 2820
Profile #72
I'd like the added feature of setting how fast a monster's health and spell points regenerate in the custom objects script, defaulting to 1/8th health per turn as it is now.

A medley of calls (please update, *i):

If possible, maybe the cast_spell() call could force other characters to cast spells, other than the current one.

void set_hp_regen(short which_char, short what_percentage) - Gets what percentage of which_char's maximum health is regained every tick.

void set_hp_regen(short which_char_or_group, short what_percentage) - Sets what percentage of which_char_or_group's maximum health is regained every tick.

short get_sp_regen(short which_char, short what_percentage) - Returns what percentage of which_char's maximum spell points are regained every tick.

short get_sp_regen(short which_char_or_group, short what_percentage) - Returns what percentage of which_char_or_group's maximum spell points are regained every tick.

void deduct_ap_from(short which_char, short how_much) - Counterpart to deduct_ap(), but you can affect other character's ap. Probably more useful in terrain scripts and custom abilities. The affected character's ap is reduced by how_much, which can be negative to add ap.

short check_path_to_loc(short loc_x, short loc)_y) - Has the pathing engine calculate whether or not the current character can reach location {loc_x,loc_y}. This call does not actually move the character along the path, though. Returns 1 if a path is found, 0 if there is definitely no path, -1 if there was no path found because the pathing engine stopped before exhausting all possible nodes.

short check_path_to_wayp(short which_waypoint) - Has the pathing engine calculate whether or not the current character can reach waypoint which_waypoint. This call does not actually move the character along the path, though. Returns 1 if a path is found, 0 if there is definitely no path, -1 if there was no path found because the pathing engine stopped before exhausting all possible nodes.

short check_path_between_locs(short loc_x1, short loc_y1, short loc_x2, short loc_y2) - Has the pathing engine calculate whether or not a character at location {loc_x1,loc_y1} could reach location {loc_x2,loc_y2}. Returns 1 if a path is found, 0 if there is definitely no path, -1 if there was no path found because the pathing engine stopped before exhausting all possible nodes.

I also suggest that there is an option for denying all spells with the previously suggested deny_spell() call, and then one would have to add the wanted spells.

[ Tuesday, August 17, 2004 09:21: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Downloading from the Louvre in Blades of Avernum Editor
Agent
Member # 2820
Profile #3
Get the latest version of Adobe Acrobat and USE THE BOOKMARKS that are supplied to you in the sidebar.

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Downloading from the Louvre in Blades of Avernum
Agent
Member # 2820
Profile #3
Get the latest version of Adobe Acrobat and USE THE BOOKMARKS that are supplied to you in the sidebar.

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Scope of states and variables? in Blades of Avernum Editor
Agent
Member # 2820
Profile #1
Remember that the system is very simple. The states are not functions (more like labels). Creature and terrain scripts are finite state machines that are contained within themselves. Certain triggers will activate some of their states, but otherwise there is no direct way of interacting with them in particular. Broadcasted messages might work if you are skilled.

A variable's scope is the script that it was declared in. It is necessary to realize that each script loaded in memory is a separate entity from each other; mainly because they are not 'linked' together if you know what I mean. :) No script is a subset of another one. No inheritance.
You cannot use variables in a dialogue script because it is supposed to be a static script, like the objects script. You must call a state in the town to access the town's variables, or use an SDF. A note about SDFs: Each one is an unsigned integer byte.

Variables are remembered for as long as the script is *supposed* to be in memory.

Memory Cells are reset every time you reenter a town UNLESS the character has joined your party and is following you.

I suppose it is possible to call a town state from the scenario script, but you cannot access variables from each other. You cannot call the states of another script unless it is the state of the current town or scenario.

The buffer that Avernum maintains is really just that. There is a single 254 (or 5, I can't remember if string constants are delimited by a quote AND a null) stetch of char bytes for you to stick text into. It is always remembered, even with saves.

There are only 2 data types you should need to worry about in Avernumscript; short and string. ALL functions (not procedures) return shorts, never strings. Probably didn't want to have to deal with pointing to arbitrary strings and such. The buffer calls are pretty sufficient for now, I think. You will have to manually use the code to stick specific strings into arguments.

You may only DECLARE a variable once because there is only a single scope in a script, and that is iteself. I'm afraid you can't do something like this:

int i = 0;
while (i < 10) {
print_str("Sure");
int i = 0;
while (i < 10) {
print_str("In sure!");
i = i = 1;
}
i = i + 1;
}


[ Monday, August 16, 2004 18:45: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Scope of states and variables? in Blades of Avernum
Agent
Member # 2820
Profile #1
Remember that the system is very simple. The states are not functions (more like labels). Creature and terrain scripts are finite state machines that are contained within themselves. Certain triggers will activate some of their states, but otherwise there is no direct way of interacting with them in particular. Broadcasted messages might work if you are skilled.

A variable's scope is the script that it was declared in. It is necessary to realize that each script loaded in memory is a separate entity from each other; mainly because they are not 'linked' together if you know what I mean. :) No script is a subset of another one. No inheritance.
You cannot use variables in a dialogue script because it is supposed to be a static script, like the objects script. You must call a state in the town to access the town's variables, or use an SDF. A note about SDFs: Each one is an unsigned integer byte.

Variables are remembered for as long as the script is *supposed* to be in memory.

Memory Cells are reset every time you reenter a town UNLESS the character has joined your party and is following you.

I suppose it is possible to call a town state from the scenario script, but you cannot access variables from each other. You cannot call the states of another script unless it is the state of the current town or scenario.

The buffer that Avernum maintains is really just that. There is a single 254 (or 5, I can't remember if string constants are delimited by a quote AND a null) stetch of char bytes for you to stick text into. It is always remembered, even with saves.

There are only 2 data types you should need to worry about in Avernumscript; short and string. ALL functions (not procedures) return shorts, never strings. Probably didn't want to have to deal with pointing to arbitrary strings and such. The buffer calls are pretty sufficient for now, I think. You will have to manually use the code to stick specific strings into arguments.

You may only DECLARE a variable once because there is only a single scope in a script, and that is iteself. I'm afraid you can't do something like this:

int i = 0;
while (i < 10) {
print_str("Sure");
int i = 0;
while (i < 10) {
print_str("In sure!");
i = i = 1;
}
i = i + 1;
}


[ Monday, August 16, 2004 18:45: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Code? in Blades of Avernum Editor
Agent
Member # 2820
Profile #9
HHHHHWWWHHAT?? Did someone change their name or is this some different Nicoth*des? Didn't you release a scenario already or something? I thought you used Windows.

Anyone, read the manual. It tells you all the basic stuff, and there should be many examples of code in your scenarios/[VoDT|aSR|ZKR|DwtD] folder. Use the editor in conjunction with the scripts and learn how to format your scripts intelligibly. Don't make make stilly mistakes like forgetting semicolons(";") declarations of variables in the right spot, initialization of strings, mismatched braces and parenthesis, unpaired quotes, missing parenthesis and accompanying braces around if and while controllers, blah blah blah.

EDIT: Forgot my paid endorsement.
With a mature development headed by Slava Pestov, JEdit is a full featured text (not word) editor. It runs through a Java Runtime Environment, and as such, it will run on any platform with the correct JRE. It has been developing for 4 (maybe 5, can't remember) and is completely open source and modularity. Macros can be coded in and there are many extensions available. It supports BeanShell, a simple scripting system for text matches and such, kind of useful in place of regular expressions. Download it now from Sourceforge!

[ Monday, August 16, 2004 18:22: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Code? in Blades of Avernum
Agent
Member # 2820
Profile #9
HHHHHWWWHHAT?? Did someone change their name or is this some different Nicoth*des? Didn't you release a scenario already or something? I thought you used Windows.

Anyone, read the manual. It tells you all the basic stuff, and there should be many examples of code in your scenarios/[VoDT|aSR|ZKR|DwtD] folder. Use the editor in conjunction with the scripts and learn how to format your scripts intelligibly. Don't make make stilly mistakes like forgetting semicolons(";") declarations of variables in the right spot, initialization of strings, mismatched braces and parenthesis, unpaired quotes, missing parenthesis and accompanying braces around if and while controllers, blah blah blah.

EDIT: Forgot my paid endorsement.
With a mature development headed by Slava Pestov, JEdit is a full featured text (not word) editor. It runs through a Java Runtime Environment, and as such, it will run on any platform with the correct JRE. It has been developing for 4 (maybe 5, can't remember) and is completely open source and modularity. Macros can be coded in and there are many extensions available. It supports BeanShell, a simple scripting system for text matches and such, kind of useful in place of regular expressions. Download it now from Sourceforge!

[ Monday, August 16, 2004 18:22: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
BoA Editor Suggestions in Blades of Avernum Editor
Agent
Member # 2820
Profile #70
Good god, I can't believe we all forgot about cast_spell() and deny_spell(). This would be a major engine enhancement, but I'd like the attacking system to be much, much more complex. Um, probably belongs more in a new game.

Currently, you can only set a target and have the creature attack it. You can't specify a specific group of targets to attack, nor can you have it attack neutral things. And what is with not being able to check for target's immunities? At least not easily.

EDIT: Suggestion:
Fix(?) the joining NPCs so that they can use the custom script states beside INIT START and DEAD once they've joined up in the party..

[ Monday, August 16, 2004 18:09: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
BoA Editor Suggestions in Blades of Avernum
Agent
Member # 2820
Profile #70
Good god, I can't believe we all forgot about cast_spell() and deny_spell(). This would be a major engine enhancement, but I'd like the attacking system to be much, much more complex. Um, probably belongs more in a new game.

Currently, you can only set a target and have the creature attack it. You can't specify a specific group of targets to attack, nor can you have it attack neutral things. And what is with not being able to check for target's immunities? At least not easily.

EDIT: Suggestion:
Fix(?) the joining NPCs so that they can use the custom script states beside INIT START and DEAD once they've joined up in the party..

[ Monday, August 16, 2004 18:09: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Suggestion for a stealth mission in Blades of Avernum
Agent
Member # 2820
Profile #4
Make sure that being caught is a big deal for those who are playing with a party at the recommended levels. Don't make the consequences be fighting a bunch of goblins.

Gates and such should lock and unlock on a regular basis. Give the player a little leeway when they just enter the town, and less and less as they get closer to the objective. I would imagine more turns before they get seen, that kind of thing. Killing the guards before they can scream helps.

For a place like this, I suggest making the primary objective going through a secret passage to another area, and triggering an event. When you come back to the town, many of the more powerful guards are gone and you are free to annihilate. But put them on a timer after the event so they don't spend too much time in the town.

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Pied Piper Project 2 - The Boards Strike Back in General
Agent
Member # 2820
Profile #107
My procedure:
Get Mozilla.Make a new folder for each group of pages (like page 8 of Avernum or whatever) you are saving.Ctrl-click to open the things up in new tabs.Save each topic with a different number; the 2nd page of a topic would be [topic_number]_2, and you stick 'poll' at the end of the topic number for the actual poll page results.Save the page that links all the topics together.Give each file a meaningful name at your leisure.Compress and wait for a call to send you stuff somewhere.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Geneforge 2 on XP home - profile problem in Tech Support
Agent
Member # 2820
Profile #1
I assume your save game files are still in your Program Files directory. If so, normal users can do everything BUT write inside there because the data inside is so valuable. You might need to reinstall it to somewhere else. That or figure out how to change where Geneforge saves its files. Or you could use the Run As feature (might not be available in HOME).

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Pied Piper Project 2 - The Boards Strike Back in General
Agent
Member # 2820
Profile #101
Exile Trilogy 8-10.

Done, but I'll have to check over it tomorrow to see if I got everything.

[ Saturday, August 14, 2004 20:02: Message edited by: Garrison ]
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Stuff I Can't Do Yet in Blades of Avernum Editor
Agent
Member # 2820
Profile #3
The chapter 1 Step by Step Scenario is one of the worst tutorials I have ever seen, but it can teach the absolute basics to someone who has never worked with the scenario editor and can get the BoA mentality into BoE designers. Side note: I have decided that I will buy BoA the moment a scenario is released that receives the generous praise of the general community. Hurry up guys!

[ Saturday, August 14, 2004 16:28: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
Stuff I Can't Do Yet in Blades of Avernum
Agent
Member # 2820
Profile #3
The chapter 1 Step by Step Scenario is one of the worst tutorials I have ever seen, but it can teach the absolute basics to someone who has never worked with the scenario editor and can get the BoA mentality into BoE designers. Side note: I have decided that I will buy BoA the moment a scenario is released that receives the generous praise of the general community. Hurry up guys!

[ Saturday, August 14, 2004 16:28: Message edited by: Garrison ]

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00
graphic design contest in Blades of Avernum Editor
Agent
Member # 2820
Profile #7
What's wrong with PNGs?

--------------------
Thuryl: I mean, most of us don't go around consuming our own bodily fluids, no matter how delicious they are.
====
Alorael: War and violence would end if we all had each other's babies!
====
Drakefyre: Those are hideous mangos.
Posts: 1415 | Registered: Thursday, March 27 2003 08:00

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