Profile for Churl
Field | Value |
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Displayed name | Churl |
Member number | 3084 |
Title | Apprentice |
Postcount | 37 |
Homepage | |
Registered | Monday, June 9 2003 07:00 |
Recent posts
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Creature question in Blades of Avernum Editor | |
Apprentice
Member # 3084
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written Saturday, September 11 2004 09:53
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Is there any way to alter the XP awarded for killing a creature? This seems like a very basic question, but I haven't seen any reference to this in either the editor manual, or the Spiderweb/Lyceum boards. Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Creature question in Blades of Avernum | |
Apprentice
Member # 3084
|
written Saturday, September 11 2004 09:53
Profile
Is there any way to alter the XP awarded for killing a creature? This seems like a very basic question, but I haven't seen any reference to this in either the editor manual, or the Spiderweb/Lyceum boards. Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Code? in Blades of Avernum Editor | |
Apprentice
Member # 3084
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written Friday, August 20 2004 01:49
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I really like TextPad for Windows; others swear by UltraEdit. EDIT: Both are commercial products. (I know that the original question was about Mac-based text editors, but I just thought I'd throw out a few more names for the Windows crowd.) [ Friday, August 20, 2004 01:51: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Code? in Blades of Avernum | |
Apprentice
Member # 3084
|
written Friday, August 20 2004 01:49
Profile
I really like TextPad for Windows; others swear by UltraEdit. EDIT: Both are commercial products. (I know that the original question was about Mac-based text editors, but I just thought I'd throw out a few more names for the Windows crowd.) [ Friday, August 20, 2004 01:51: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Maximum numbers of ...? in Blades of Avernum Editor | |
Apprentice
Member # 3084
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written Friday, August 20 2004 01:23
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Great! This is all very useful — I'm especially glad to know the code size/line count caps. I thought of another obvious one: Maximum number of 48x48 outdoor segments = 100. (For the sake of completeness, we should include even the well-known limits.) Sometime this weekend, since I have to get out the door right now, I'll compile what's here into a preliminary list. If more are posted, they can be incorporated later. Thanks, everyone … keep ’em coming! [ Friday, August 20, 2004 01:35: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Maximum numbers of ...? in Blades of Avernum | |
Apprentice
Member # 3084
|
written Friday, August 20 2004 01:23
Profile
Great! This is all very useful — I'm especially glad to know the code size/line count caps. I thought of another obvious one: Maximum number of 48x48 outdoor segments = 100. (For the sake of completeness, we should include even the well-known limits.) Sometime this weekend, since I have to get out the door right now, I'll compile what's here into a preliminary list. If more are posted, they can be incorporated later. Thanks, everyone … keep ’em coming! [ Friday, August 20, 2004 01:35: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Maximum numbers of ...? in Blades of Avernum Editor | |
Apprentice
Member # 3084
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written Thursday, August 19 2004 17:55
Profile
While reading the manual and this forum, I learned the maxima for things like towns (200) and dialogue nodes within a town (also 200). I think it would be worthwhile to compile a "list of limits": i.e., the most of any type of thing (items, creatures, dialogue node text strings, ...) that can be incorporated into a scenario, town, etc. Even if these are stated plainly in the manuals or the appendix, it would be useful to have them in one place. If anyone doesn't know a particular maximum here, then maybe someone else does. If there's sufficient response to this topic, I'll check back periodically and tabulate the list as it grows. (Does this sound useful, or just crazy?) I've looked, but I can't find a comprehensive list like this. So, if you can think of any counts — and, if you know them for certain, their maxima — please post them here. [ Friday, August 20, 2004 01:37: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Maximum numbers of ...? in Blades of Avernum | |
Apprentice
Member # 3084
|
written Thursday, August 19 2004 17:55
Profile
While reading the manual and this forum, I learned the maxima for things like towns (200) and dialogue nodes within a town (also 200). I think it would be worthwhile to compile a "list of limits": i.e., the most of any type of thing (items, creatures, dialogue node text strings, ...) that can be incorporated into a scenario, town, etc. Even if these are stated plainly in the manuals or the appendix, it would be useful to have them in one place. If anyone doesn't know a particular maximum here, then maybe someone else does. If there's sufficient response to this topic, I'll check back periodically and tabulate the list as it grows. (Does this sound useful, or just crazy?) I've looked, but I can't find a comprehensive list like this. So, if you can think of any counts — and, if you know them for certain, their maxima — please post them here. [ Friday, August 20, 2004 01:37: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Scope of states and variables? in Blades of Avernum Editor | |
Apprentice
Member # 3084
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written Wednesday, August 18 2004 08:16
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Thanks to everyone who has replied so far. I've found that the first step in learning a programming language is to find out what it can and can't do. (…Followed, of course, by finding out how to make it do what it can do.) Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Scope of states and variables? in Blades of Avernum | |
Apprentice
Member # 3084
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written Wednesday, August 18 2004 08:16
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Thanks to everyone who has replied so far. I've found that the first step in learning a programming language is to find out what it can and can't do. (…Followed, of course, by finding out how to make it do what it can do.) Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Code? in Blades of Avernum Editor | |
Apprentice
Member # 3084
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written Monday, August 16 2004 00:20
Profile
As Degarne Htils said, you can create BoA script files in just about any text editor, as long as it allows you to save files as unformatted text. From the manual, section 2.1: "On a Macintosh, scripts can be edited using SimpleText, BBEdit, or any other text editor. On Windows, scripts can be edited using NotePad or WordPad. Make sure the script is saved as regular text (not, say, in Microsoft Word format) or Blades of Avernum won’t be able to understand it." In case you were wondering where to save the script files, they should go in the directory that contains the scenario file you're working on. Again, from the manual: "All of the scripts for a scenario must be in the same folder as the scenario (not in any subfolders). The game will only be able to find the scripts if they are in the same folder as the actual scenario file." Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Code? in Blades of Avernum | |
Apprentice
Member # 3084
|
written Monday, August 16 2004 00:20
Profile
As Degarne Htils said, you can create BoA script files in just about any text editor, as long as it allows you to save files as unformatted text. From the manual, section 2.1: "On a Macintosh, scripts can be edited using SimpleText, BBEdit, or any other text editor. On Windows, scripts can be edited using NotePad or WordPad. Make sure the script is saved as regular text (not, say, in Microsoft Word format) or Blades of Avernum won’t be able to understand it." In case you were wondering where to save the script files, they should go in the directory that contains the scenario file you're working on. Again, from the manual: "All of the scripts for a scenario must be in the same folder as the scenario (not in any subfolders). The game will only be able to find the scripts if they are in the same folder as the actual scenario file." Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Scope of states and variables? in Blades of Avernum Editor | |
Apprentice
Member # 3084
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written Sunday, August 15 2004 08:30
Profile
Wow: long time, no post. Between getting married, moving into a new place, starting a new job, and — most importantly — trying to master the BoA editor and Avernumscript :) , there hasn’t been much time for anything else. I’ve spent as much time as I could spare with the BoA editor and manual, but right now I think I’m missing something: namely, a way to simulate user-defined functions as they behave in other programming languages. First off (to avoid “RTFM” responses) I realize several things: 1. Certain script states can be called from multiple places to do things. 2. SDFs can be used to simulate integer arguments to “function” states. 3. ...Just as they can be used to hold integer values “returned” from “function” states. I’m unclear on the scope of states and variables, however. For instance: 1. STATES: The appendix states that you can use run_scenario_state(short which_node) to call scenario states — presumably anywhere. Likewise, it states that you can use run_town_script(short which_node) from dialogue, creature, or terrain scripts. My question is this: is the reverse possible? That is, 1.a. Can scenario scripts call town script states? If so, I imagine that only the current town’s states can be called because no other towns’ scripts are in memory. (Correct?) 1.b. Can town scripts invoke other towns’ script states? (I’m guessing not, for the same not-in-memory reason.) 1.c. Can scenario or town scripts call states in terrain and creature scripts? I imagine that all of the above can be accomplished indirectly with a combination of SDFs and messaging, but I wanted to know if I’m on the right track. 2. VARIABLES: I declared and set a variable in a scenario script, but when I tried to use that value in the code block of a town’s dialogue node, it was unrecognized. 2.a. Are SDFs the only “global variables” available for use? 2.b. If so, how can we fake passing string “arguments” to and from “function” states? I imagine that the string buffer could be used for this purpose, but does the buffer retain its contents between states and scripts? E.g., say a town state begins to populate the buffer with “Churl ”, and then calls a scenario script state which appends “is confused” to the buffer before return. What string would be assigned by get_buffer_text when called by the town script after all of that? Despite my best efforts toward due diligence, I’m sure that some (if not all) of my questions deserve “RTFM” responses. If so, please be gentle, and please simply point me to where I can R it in T Fing M. :) [ Sunday, August 15, 2004 14:16: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Scope of states and variables? in Blades of Avernum | |
Apprentice
Member # 3084
|
written Sunday, August 15 2004 08:30
Profile
Wow: long time, no post. Between getting married, moving into a new place, starting a new job, and — most importantly — trying to master the BoA editor and Avernumscript :) , there hasn’t been much time for anything else. I’ve spent as much time as I could spare with the BoA editor and manual, but right now I think I’m missing something: namely, a way to simulate user-defined functions as they behave in other programming languages. First off (to avoid “RTFM” responses) I realize several things: 1. Certain script states can be called from multiple places to do things. 2. SDFs can be used to simulate integer arguments to “function” states. 3. ...Just as they can be used to hold integer values “returned” from “function” states. I’m unclear on the scope of states and variables, however. For instance: 1. STATES: The appendix states that you can use run_scenario_state(short which_node) to call scenario states — presumably anywhere. Likewise, it states that you can use run_town_script(short which_node) from dialogue, creature, or terrain scripts. My question is this: is the reverse possible? That is, 1.a. Can scenario scripts call town script states? If so, I imagine that only the current town’s states can be called because no other towns’ scripts are in memory. (Correct?) 1.b. Can town scripts invoke other towns’ script states? (I’m guessing not, for the same not-in-memory reason.) 1.c. Can scenario or town scripts call states in terrain and creature scripts? I imagine that all of the above can be accomplished indirectly with a combination of SDFs and messaging, but I wanted to know if I’m on the right track. 2. VARIABLES: I declared and set a variable in a scenario script, but when I tried to use that value in the code block of a town’s dialogue node, it was unrecognized. 2.a. Are SDFs the only “global variables” available for use? 2.b. If so, how can we fake passing string “arguments” to and from “function” states? I imagine that the string buffer could be used for this purpose, but does the buffer retain its contents between states and scripts? E.g., say a town state begins to populate the buffer with “Churl ”, and then calls a scenario script state which appends “is confused” to the buffer before return. What string would be assigned by get_buffer_text when called by the town script after all of that? Despite my best efforts toward due diligence, I’m sure that some (if not all) of my questions deserve “RTFM” responses. If so, please be gentle, and please simply point me to where I can R it in T Fing M. :) [ Sunday, August 15, 2004 14:16: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Spiderweb mention in MSNBC article in General | |
Apprentice
Member # 3084
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written Friday, August 1 2003 03:48
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If you're interested, check out this article on independent game development. It's encouraging to read in its own right, but also notice that Spiderweb is mentioned in the "Fact File" sidebar about midway down. Congratulations, Jeff and company! [ Friday, August 01, 2003 03:59: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
The "Linear vs. Open-Ended" thread...? in Blades of Avernum | |
Apprentice
Member # 3084
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written Friday, July 11 2003 04:37
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Thanks again, everyone … and I’ll make a point of playing those scenarios, Drakefyre. At the risk of making a semi-spammy post, I’ll keep this (mercifully) short and just say that I’m ordering BoE today. I’d prefer to learn what’s on the scene already rather than think I'm planning something original, but later find out that I’m not. See you in Exile. :cool: Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Run for your life, it's a poll! in General | |
Apprentice
Member # 3084
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written Thursday, July 10 2003 19:42
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I don’t let my computer store passwords for me. <GratuitousPython> I’m a bit paranoid … maybe it’s because a llama once bit my sister. </GratuitousPython> [ Thursday, July 10, 2003 19:46: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Wish list for BoA in Blades of Avernum | |
Apprentice
Member # 3084
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written Thursday, July 10 2003 19:27
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Nye wrote: quote:Ugh, don’t give anyone ideas, Nye. I can just imagine the Frrrrrr / Cheeseball slash now… :eek: Posts: 37 | Registered: Monday, June 9 2003 07:00 |
The "Linear vs. Open-Ended" thread...? in Blades of Avernum | |
Apprentice
Member # 3084
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written Thursday, July 10 2003 18:58
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Thanks again to everyone who is contributing to this topic. And thanks especially to Karzoth for the compliment — the proof, of course, will rest in whether or not I can walk the walk: that is, actually design, complete, and release a scenario that doesn’t stink on ice. Until then, I’m nothing more than a prolific purveyor of vaporware. :P The Lyceum link that Void Master posted was a good one — in fact, there are many, many great articles in the designer’s forum. I tend to prefer more strongly-plotted stories over free-form, “what should I do next” adventures. I wouldn’t say that I like “linear” plots, however, because I think that RPGs can — and usually should — do more than simply propel players through a single, traditional narrative arc. Certainly when traditional arcs form great stories, as do Drakefyre’s examples of “linear-done-well,” there exist rewards other than influence over plot. Still, I argue that their malleability of plot makes the RPG a unique medium. Think about it … movies don’t let you choose how they end, and aside from simple Choose Your Own Adventure-style novelties, books don’t either. Interactive theater might be the closest analog to RPGs, but tell me: when was the last time you attended interactive theater? ;) Before this get too long-winded — too late — I’ll try to sum up. We’ve fetched countless potion ingredients for unnumbered alchemists. We’ve saved uncounted towns from teeming throngs of bandits, undead, sliths, nephilim, ogres, giants, slimes, and orcs-by-any-other-name-who-smell-as-foul. We’ve killed dungeons and dungeons’ worth of nameless, faceless minions of a gaggle of dreaded demon lords. We’ve even faced down those same CLICHEs on their respective home turf: inevitably dark, dreadful fortresses at the bung-end of oblivion. AND I’M NOT COMPLAINING … obviously this formula is used so often because it’s satisfying; a well-loved tale worth revisiting. All I’m asking for — and hoping to create — is something different: a break from the tried and true. Something quirky that not everyone will like and which, frankly, many will hate. I’ve watched, and enjoyed, plenty of The A-Team. Give me a little Twin Peaks for variety. (So much for “summing up.”) RPGs have always allowed me to kill and fetch and kill, and then fetch and kill, and then kill and fetch some more. That’s fine, but what I really want to do is have my character: — win over (or enrage) a crowd with a joke — play both sides against the middle — run for public office — experience at least a convincing approximation of love … — … or elation — … or sorrow. (As Austin Powers said, “…And I want a toilet made of solid gold, but it’s just not in the cards, baby!”) Still, it can’t hurt to dream, can it? :) Important: please realize that I don’t claim to be an expert game designer. I have no BoE scenarios to my name. I found the secret dot, but I didn’t help Warren Robinett hide it in the blinking catacombs. I’ve worked in the games industry, but I’m certainly no Miyamoto or Molyneaux or Carmack. There isn’t even a single “M” in my name, for God’s sake … I’m hopeless! I’m just someone who thinks about this stuff more than is probably good for my sanity. :eek: [ Thursday, July 10, 2003 19:01: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Wish list for BoA in Blades of Avernum | |
Apprentice
Member # 3084
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written Thursday, July 10 2003 13:57
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I like the idea of a book concerning the history of Exile/Avernum. Whether or not Jeff would do this (not to mention the commercial viability of such a project) is anybody’s guess. But — and I say this only half-jokingly — if anyone gets Jeff sidetracked on a project that delays the release of BoA, heads will roll! :mad: :D Posts: 37 | Registered: Monday, June 9 2003 07:00 |
The "Linear vs. Open-Ended" thread...? in Blades of Avernum | |
Apprentice
Member # 3084
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written Wednesday, July 9 2003 15:29
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Thanks, EEP_Karzoth and Alorael. I agree with both of you to a degree. (Since no one has yet mentioned another thread pertaining to this subject, I’ll weigh in here.) [EDIT: Thanks also to Drakefyre … he must have posted while I was composing this mound o’ babble.] :P Maybe I shouldn’t have used the term “purely open-ended,” because that implies a scenario with no motivation whatsoever. I suppose what I meant by “open-ended” was a scenario like Avernum: there weren’t chapters, and the progress of the story was governed solely by your completion of quests. If you wished to wander for years without actually doing anything, the world wouldn’t end. So, assuming that both are well written and that the game mechanics are good, which is the more desirable kind of plot: Open-ended … scenarios in which you may accomplish quests in any order that you can survive them, and in which quests never “expire.” In other words, you have all the time in the world to complete every quest, big or small, be it “fetch the turnips” or “kill the CLICHE.” (…My personal acronym for Convenient, Lazy Incarnation Characterizing Hellish Evil.) Linear … in which you must complete each major quest before learning about the next. These kinds of scenarios might be broken into chapters, but not necessarily. In this kind of adventure, you never really do anything that alters the course of the future plot in any way. (It could be argued, of course, that you don’t really influence future plot in most open-ended stories, either.) Obviously many RPGs fall somewhere between the two extremes. Avernum 2, for instance, had four chapters, but A) Chapter Four was really one huge, open-ended epic, and B) if you hadn’t completed them before debarking for Vahnatai land, you could always go back and do quests that most people finish during Chapters 1-3. I’m most intrigued by the type of scenario that Alorael describes (and it’s the kind I hope to create when BoA finally hits the PC): one in which there are some manageable number of major turning points. If you take one course instead of another, the story from that point onward is utterly different. If you formally swear allegiance to one faction, the other faction’s subplots and quests are unavailable to you from that point forward. I’m sure that this has been done before — I really should register BoE to play the great stuff that’s out there. I only mention it all because this is the stuff that interests me most about game design: the potential to create a truly interactive game. More than anything, I’d love to see significant choices, branching stories, and repercussions for actions (both good and bad). I’ll shut up now — for a little while, at least. :) [ Wednesday, July 09, 2003 15:42: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
The "Linear vs. Open-Ended" thread...? in Blades of Avernum | |
Apprentice
Member # 3084
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written Wednesday, July 9 2003 08:19
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Does anyone remember the name of the poll/thread concerning the relative merits of linear vs. open-ended scenario plots? I’ve punished the poor Search function. I've combed the General, BoE, and BoA boards back to their beginnings. I’ve begun to wonder if I didn’t actually see the thread somewhere else entirely. So, to prevent retreading the same ground here, can anyone give me a pointer to that poll and conversation? (If that thread isn’t here to be continued, then I’d love to discuss the pros and cons of purely open-ended scenarios as compared to those of scenarios whose plots are more “hard wired.”) Posts: 37 | Registered: Monday, June 9 2003 07:00 |
hello everybody in General | |
Apprentice
Member # 3084
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written Monday, July 7 2003 20:20
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Greeness, as I said to Ouxe in the “Hello … questions” thread: from one relative newcomer to another, welcome! Here are a few things that I’ve observed during my short time here… General advice: — Read the Code of Conduct for the boards. There’s a lot of good net etiquette in there, for these boards and others. Specifically: — Double posts (two posts by the same author in the same thread, one right after the other), are discouraged. — Posts should stay reasonably on-topic. Now, some observations: — Some members change their nicknames more often than most people change their underwear … keeping track of who’s who is sometimes a challenge. — Nearly everyone here is extremely intelligent … I don’t know why they let me in. — Because of all this volatile, rampaging intelligence, many here are rather … opinionated. — As a result, be aware of when it’s safe to dive into an argument between old rivals (that is, “rarely, if ever”), and know when to keep your distance from the flame wars (“always” is probably a safe bet ). As Mangophobia wrote, however, this is generally a very friendly place … the topic just needs to be anything except real-world politics. This is a great group of people with whom to share ideas. Most of all, have fun! (Finally, for the record, I'm not usually one to throw around the smileys; I just thought that a welcome thread deserved a bunch of them. ) [EDIT, for Uranium Monk below: thanks.] [ Tuesday, July 08, 2003 03:44: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Hello. Have a few questions in General | |
Apprentice
Member # 3084
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written Monday, July 7 2003 19:37
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Regarding game creation software, here is a link which seems to have reasonably current information about the major packages that are on the market now. Currently Spiderweb doesn’t seem to wish to license Avernum’s engine for the creation of wholly independent works, if by “independent” one means “salable/distributable as original products.” In other words, Blades of Avernum will support a (hopefully powerful) scripting language, but there won’t be an SDK with C++/Java/VB/etc. programming interfaces, and your scenarios won’t run outside of BoA. As Alorael wrote, your adventures can be set in completely new (non-Exile/Avernum) worlds, and I believe that you can give them entirely new graphics if you wish, but they must always run within BoA. Personally, I can’t wait to see what everyone creates. From one relative newcomer to another, welcome, Ouxe! P.S. If others with greater knowledge about BoA spot glaring errors in my statements, please correct me. Posts: 37 | Registered: Monday, June 9 2003 07:00 |
Chess in General | |
Apprentice
Member # 3084
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written Monday, July 7 2003 17:34
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…"En Passant," if I remember correctly (it’s been years since I’ve played chess). OK, I ran a search: here is more information on the move. By the way, I’m not commenting on whether or not the move shown here was actually legal … I’ll leave that for the experts to decide! [EDIT, for Arancaytar: the English term for simultaneously shifting the king and the rook is “castling.”] [ Tuesday, July 08, 2003 08:28: Message edited by: Churl ] Posts: 37 | Registered: Monday, June 9 2003 07:00 |