Profile for coreyh

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
Problems designing stairs in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #2
Thank you :)
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Problems designing stairs in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #2
Thank you :)
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Problems designing stairs in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #0
I'm trying to make stairs that go down in the middle of a town. I have copied the stairs used in town #5 in VoDT but It doesn't look the same in my version. The stairs in town #5 end in blackness which looks better then my version. My version ends in a wall which looks a little glitchy.

My version is in town #1 in
http://www.ipeg.com/~rlfc/chhgraves.zip

I've copied it as well as I can from VoDT and I can't figure out what I've done wrong.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Problems designing stairs in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #0
I'm trying to make stairs that go down in the middle of a town. I have copied the stairs used in town #5 in VoDT but It doesn't look the same in my version. The stairs in town #5 end in blackness which looks better then my version. My version ends in a wall which looks a little glitchy.

My version is in town #1 in
http://www.ipeg.com/~rlfc/chhgraves.zip

I've copied it as well as I can from VoDT and I can't figure out what I've done wrong.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Whats the easiest way to make BoA Graphics? in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #6
sorry for that. Pro-Motion is just the best program I've used for sprites. I spent a long time looking for a program as good as it on linux.

I've used Macs for the majority of my computing life but I haven't used them for any of my game programming.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Whats the easiest way to make BoA Graphics? in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #6
sorry for that. Pro-Motion is just the best program I've used for sprites. I spent a long time looking for a program as good as it on linux.

I've used Macs for the majority of my computing life but I haven't used them for any of my game programming.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Whats the easiest way to make BoA Graphics? in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #4
http://www.cosmigo.com/promotion/index.php

It rocks for sprite work.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Whats the easiest way to make BoA Graphics? in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #4
http://www.cosmigo.com/promotion/index.php

It rocks for sprite work.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
steel helmet gripe in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #1
you should send that to spiderweb. That sounds like a error.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Scripting requests. in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #1
I'd like defines too. I love #defines in C. They make reading code much easier.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Scripting requests. in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #1
I'd like defines too. I love #defines in C. They make reading code much easier.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
The Yuji Horii Rule in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #0
I just read a interesting design idea on insert credit.
http://www.insertcredit.com/features/sounds/index4.html
quote:
This is what we in the business of rock-star game-critique call "The Yuji Horii Rule." The Yuji Horii Rule states that NPC (non-player-character) A means nothing to PC (player-character) B until NPC C mention NPC A in dialogue. The best example off the top of my head is in the town of Hamelia in Yuji Horii’s Dragon Quest VII; at a bar in a basement, a woman in a red dress is drinking alone. You talk to her, and she tells you to leave her alone. You talk to a man sitting at the other end of the bar, and he mentions the woman in the red dress, saying, it’s really sad to see a woman drinking alone like that, isn’t it? And she’s so pretty, too.

What does this detail amount to in the greater context of our four heroes’ quest to free the world of the evil of the Demon Lord? At the end of the day, nothing. The woman in the red dress is just a person in a basement bar in a town in the middle of nowhere. Yuji Horii, as a game designer, inherently understands that if you populate even the most-colorful, interesting-architecture-filled town with only NPCs that tell you where to find the keys to the mayor’s house so you can move on to the next dungeon (biggest offender in this is Grandia II), you’re going to bore your audience. You have to do something to keep them there, to keep them emerged. If you take the time to, once or twice in every little town riddled about your game’s expansive landscape, make a sprite in a basement seem like an actual person, it does something to make the game felt in the heart of the player. The player then moves on from the town of Hamelia toward broadening horizons with a tiny piece of something in his soul, something that pushes him to, even years later, remember the name of that dumpy little town.

Posts: 27 | Registered: Thursday, March 18 2004 08:00
The Yuji Horii Rule in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #0
I just read a interesting design idea on insert credit.
http://www.insertcredit.com/features/sounds/index4.html
quote:
This is what we in the business of rock-star game-critique call "The Yuji Horii Rule." The Yuji Horii Rule states that NPC (non-player-character) A means nothing to PC (player-character) B until NPC C mention NPC A in dialogue. The best example off the top of my head is in the town of Hamelia in Yuji Horii’s Dragon Quest VII; at a bar in a basement, a woman in a red dress is drinking alone. You talk to her, and she tells you to leave her alone. You talk to a man sitting at the other end of the bar, and he mentions the woman in the red dress, saying, it’s really sad to see a woman drinking alone like that, isn’t it? And she’s so pretty, too.

What does this detail amount to in the greater context of our four heroes’ quest to free the world of the evil of the Demon Lord? At the end of the day, nothing. The woman in the red dress is just a person in a basement bar in a town in the middle of nowhere. Yuji Horii, as a game designer, inherently understands that if you populate even the most-colorful, interesting-architecture-filled town with only NPCs that tell you where to find the keys to the mayor’s house so you can move on to the next dungeon (biggest offender in this is Grandia II), you’re going to bore your audience. You have to do something to keep them there, to keep them emerged. If you take the time to, once or twice in every little town riddled about your game’s expansive landscape, make a sprite in a basement seem like an actual person, it does something to make the game felt in the heart of the player. The player then moves on from the town of Hamelia toward broadening horizons with a tiny piece of something in his soul, something that pushes him to, even years later, remember the name of that dumpy little town.

Posts: 27 | Registered: Thursday, March 18 2004 08:00
print_big_str_color() not working? in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #3
Have you sent the bug to spiderweb yet?
Posts: 27 | Registered: Thursday, March 18 2004 08:00
print_big_str_color() not working? in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #3
Have you sent the bug to spiderweb yet?
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Idiot seeks help in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #1
in the outdoors menu there is another option to set the outdoors starting point.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Idiot seeks help in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #1
in the outdoors menu there is another option to set the outdoors starting point.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Waterfalls in Blades of Avernum Editor
Apprentice
Member # 4118
Profile Homepage #0
I'm having a hard time getting waterfalls to look right and I wondered if anyone could give any tips? I've only managed to copy the one VoDT. I even had trouble with that. Do they only work well on the edge of a map with a lot of dark around them?
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Waterfalls in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #0
I'm having a hard time getting waterfalls to look right and I wondered if anyone could give any tips? I've only managed to copy the one VoDT. I even had trouble with that. Do they only work well on the edge of a map with a lot of dark around them?
Posts: 27 | Registered: Thursday, March 18 2004 08:00
VoDT:Holding Cells in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #0
I remember getting into a some areas of the BoE version of this level with the Move Mountains spell. I don't have that spell at the moment and I haven't found any place to buy it. Is there a different way to get into those areas now? I'm talking about some of the jail cells and the zombie arena.

Corey

[ Friday, June 11, 2004 18:07: Message edited by: coreyh ]
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Morog's Scepter - Pinnacle of Weirdness in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #1
Sounds like a regular evil magic wand to me. If I made something like that I'd give it some back story. Thanks for pointing that example out. I'll probably copy that item for a magic wand.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Bug in Windows BoA? Related to HLPM in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #17
http://www.barebones.com/index.shtml

bbedit is the best programming editor for mac as far as I know. The lite version should probably be plenty for you. Its free.
http://www.barebones.com/products/bblite/index.shtml

If you have OS X there are probably more options. There are many good unix Text editors.

The problem with error line numbers is a error can have happened before the place it notices it. The error can just be a symptom of another error or the place where a syntax error finally showed up.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Bug in Windows BoA? Related to HLPM in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #16
That wasn't actual code I was using. I just cut and pasted that without thinking :) The constant part was the only important part of that example.

I wasn't talking about a memory leak. I was talking about trashing memory. Which seems like something you actually have to worry about with scripting. There was another thread

http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=18;t=000165

quote:
Some of the calls bounds check everything the designer does, and some don't. In general, though, you shouldn't be checking the terrain for non-existant spaces, modifying the inventory for non-existant characters, and so on.

- Jeff

That made it sound like it was quite possible. Its the sort of thing that happens with memcpy and arrays. Buffer overruns, that kinda thing. We don't have those but its quite possible we can pass garbage input to a function we do have and get that sort of result.

The Random crashes symptoms to the set_character_facing bug in the script reminded me of the experiences I've had with memory trashing. Thats why I talked about it.

Debugging is a pain always. I'm not sure the best ways to do it in these scripts yet. Logging is what I did when I didn't have a debugger. You can sometimes notice random variable values when memory was trashed. *shrug* I'm not a expert and I've mostly used regular C.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Bug in Windows BoA? Related to HLPM in Blades of Avernum
Apprentice
Member # 4118
Profile Homepage #12
The if I was using set_character_facing function I'd make a enum or define for all the different directions.

set_character_facing(ME,get_ran(1,1,CF_NORTH) something like that.

It ends up being much more readable and its harder to make mistakes. I'm only starting to learn the stripting but it seems like you would have to use regular variables for that sort of thing. It might waste a small bit of memory but it would be more readable. Comments would work too. Make it really clear before the call what it can take as arguments.

Errors that involve memory getting trashed are the worst to debug in C. You don't know where the error is. The actual crash could happen almost anywhere memory is handled. You kinda have to read carefully and backtrack commenting out stuff systematically. Having actual debugger helps a lot too. Logging helps too. I'm not sure how to do that in scripts yet.
Posts: 27 | Registered: Thursday, March 18 2004 08:00
Windose BOA install problem in Tech Support
Apprentice
Member # 4118
Profile Homepage #1
Its a good idea to use a program that can restart downloads when you are downloading large files. I use wget

http://www.gnu.org/software/wget/wget.html

But there are plenty of easier to use download managers. If the file get is smaller then the whole file you can just restart and get the rest. A good download manager will notice this and restart the download automatically.
Posts: 27 | Registered: Thursday, March 18 2004 08:00

Pages