Profile for Max Power
Field | Value |
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Displayed name | Max Power |
Member number | 4432 |
Title | Apprentice |
Postcount | 19 |
Homepage | |
Registered | Thursday, May 27 2004 07:00 |
Recent posts
Pages
Author | Recent posts |
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Journal/Notes? in Blades of Avernum Editor | |
Apprentice
Member # 4432
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written Friday, June 25 2004 15:44
Profile
quote:TPI, are you saying that it won't work, unless I can get it to work, in which case it will? Ah. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Journal/Notes? in Blades of Avernum | |
Apprentice
Member # 4432
|
written Friday, June 25 2004 15:44
Profile
quote:TPI, are you saying that it won't work, unless I can get it to work, in which case it will? Ah. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Journal/Notes? in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Thursday, June 24 2004 16:01
Profile
Perhaps you are mistaken, because I just used the built-in journal to get past Eldiran's graveyard puzzle in Cave of No Return. I clicked "Record" whilst reading a book and lo it was recorded. EDIT: A related question: is it possible to put things into a player's journal without having them click "Record"? For example, could I have a special encounter that said "This is fascinating; you jot it down in your journal", after which the relevant information would be written into their journal? [ Thursday, June 24, 2004 16:04: Message edited by: Max Power ] -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Journal/Notes? in Blades of Avernum | |
Apprentice
Member # 4432
|
written Thursday, June 24 2004 16:01
Profile
Perhaps you are mistaken, because I just used the built-in journal to get past Eldiran's graveyard puzzle in Cave of No Return. I clicked "Record" whilst reading a book and lo it was recorded. EDIT: A related question: is it possible to put things into a player's journal without having them click "Record"? For example, could I have a special encounter that said "This is fascinating; you jot it down in your journal", after which the relevant information would be written into their journal? [ Thursday, June 24, 2004 16:04: Message edited by: Max Power ] -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Player input? in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Thursday, June 24 2004 15:56
Profile
You could encode the string into a series of SDFs using some kind of cryptography algorithm. This is just a matter of transforming the string of characters into a string of numbers, then storing those numbers in some ingenious way. How many different values can an SDF take? It might take a lot of SDFs to store any kind of long string, but it's theoretically doable. EDIT: I just re-read this and realized I'm completely wrong. Unless you have some way of actually examining the contents of the input string (beyond a simple boolean comparison with some other string), then this won't work. [ Thursday, June 24, 2004 15:58: Message edited by: Max Power ] -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Player input? in Blades of Avernum | |
Apprentice
Member # 4432
|
written Thursday, June 24 2004 15:56
Profile
You could encode the string into a series of SDFs using some kind of cryptography algorithm. This is just a matter of transforming the string of characters into a string of numbers, then storing those numbers in some ingenious way. How many different values can an SDF take? It might take a lot of SDFs to store any kind of long string, but it's theoretically doable. EDIT: I just re-read this and realized I'm completely wrong. Unless you have some way of actually examining the contents of the input string (beyond a simple boolean comparison with some other string), then this won't work. [ Thursday, June 24, 2004 15:58: Message edited by: Max Power ] -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Help - Teleporting Treasury in Chief's Chambers in Assikvas in ZKR? in Blades of Avernum | |
Apprentice
Member # 4432
|
written Thursday, June 24 2004 15:48
Profile
Try going diagonally past the rune. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
How? in Blades of Avernum | |
Apprentice
Member # 4432
|
written Wednesday, June 23 2004 16:22
Profile
As I recall, there's a teleporter in the southwest. Not too far from where you arrive, I think. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Singleton Seeks Backpack in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Tuesday, June 22 2004 17:40
Profile
Re: scripts on items not carrying over between scenarios... Do you mean only that the contents of the container wouldn't be preserved? Because I'd be willing to accept that. Or do you mean that even if character X had a backpack in one scenario, it wouldn't show up in his inventory in another scenario, even if it had a non-custom graphic (hmm. which one?) and the custom script had been copied over? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Singleton Seeks Backpack in Blades of Avernum | |
Apprentice
Member # 4432
|
written Tuesday, June 22 2004 17:40
Profile
Re: scripts on items not carrying over between scenarios... Do you mean only that the contents of the container wouldn't be preserved? Because I'd be willing to accept that. Or do you mean that even if character X had a backpack in one scenario, it wouldn't show up in his inventory in another scenario, even if it had a non-custom graphic (hmm. which one?) and the custom script had been copied over? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Singleton Seeks Backpack in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Tuesday, June 22 2004 15:51
Profile
If the custom item (i.e., the backpack) had its own script, couldn't you just copy that script over into all of the scenarios in your game folder, and then your backpack-toting characters would be free to move among them? Or am I completely misunderstanding how custom items work? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Singleton Seeks Backpack in Blades of Avernum | |
Apprentice
Member # 4432
|
written Tuesday, June 22 2004 15:51
Profile
If the custom item (i.e., the backpack) had its own script, couldn't you just copy that script over into all of the scenarios in your game folder, and then your backpack-toting characters would be free to move among them? Or am I completely misunderstanding how custom items work? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Singleton Seeks Backpack in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Tuesday, June 22 2004 07:35
Profile
One of the drawbacks of playing a singleton is constantly running out of inventory space. Once you’ve got food, lockpicks, a few key potions/scrolls/wands, maybe an alternate weapon ... you have very few spots for loot. I gave up on potion-making a long time ago because the reagents just take up too much space. What I need is a backpack. Or a scroll tube, or a potion bag, or a reagent pouch. Or a pack mule. All of these are WAY beyond my (pathetic) coding skills, but surely it can be done? Maybe something like Capture Soul – Simulacrum, but with items. Or maybe there’s a way to trick the script into stacking dissimilar items. Anyone have any ideas? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Singleton Seeks Backpack in Blades of Avernum | |
Apprentice
Member # 4432
|
written Tuesday, June 22 2004 07:35
Profile
One of the drawbacks of playing a singleton is constantly running out of inventory space. Once you’ve got food, lockpicks, a few key potions/scrolls/wands, maybe an alternate weapon ... you have very few spots for loot. I gave up on potion-making a long time ago because the reagents just take up too much space. What I need is a backpack. Or a scroll tube, or a potion bag, or a reagent pouch. Or a pack mule. All of these are WAY beyond my (pathetic) coding skills, but surely it can be done? Maybe something like Capture Soul – Simulacrum, but with items. Or maybe there’s a way to trick the script into stacking dissimilar items. Anyone have any ideas? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Well, it's out. in Blades of Avernum | |
Apprentice
Member # 4432
|
written Monday, June 21 2004 17:38
Profile
Eldiran, that is one nice little scenario. Great job with the dialogue in town, especially. At the end, though, it would have been nice to be able to go back to town and clear out the inventory -- get some things identified/sold and such. Also I gathered all those potion ingredients but didn't go back to deliver them before I went into the Cave. Then I got so wrapped up in the cave I didn't want to trudge all the way back to town. Then at the end everything went poof. And now the potion will never get made. Sigh. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Morog and the Wurm Pit in Za Khazi Run in Blades of Avernum | |
Apprentice
Member # 4432
|
written Monday, June 14 2004 18:39
Profile
I'm curious about the wurm pit idol also. I managed to sneak out with it (pool, back door) but never found a use for it. Anyone know what it's for? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Monday, June 14 2004 16:16
Profile
I'd play it. A moose once bit my sister. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum | |
Apprentice
Member # 4432
|
written Monday, June 14 2004 16:16
Profile
I'd play it. A moose once bit my sister. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Sunday, June 13 2004 17:08
Profile
quote:Toxic custard? Killer cake? The Pie That Ate Avernum? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum | |
Apprentice
Member # 4432
|
written Sunday, June 13 2004 17:08
Profile
quote:Toxic custard? Killer cake? The Pie That Ate Avernum? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Sunday, June 13 2004 16:52
Profile
I made a similar enquiry a couple of weeks ago (see the thread "A Modest Proposal" on this board) and met with a lot of resistance to the idea of teaming up. There are a lot of reasons why collaborations usually won't work for this sort of project. But having said that, Prophet_of_Doom and I are getting one off the ground as we speak. Er, type. You know. As-yet unnamed, a murder mystery ... with a twist. But it'll be a while yet. [ Sunday, June 13, 2004 16:54: Message edited by: Max Power ] -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Scenarios currently being worked on in Blades of Avernum | |
Apprentice
Member # 4432
|
written Sunday, June 13 2004 16:52
Profile
I made a similar enquiry a couple of weeks ago (see the thread "A Modest Proposal" on this board) and met with a lot of resistance to the idea of teaming up. There are a lot of reasons why collaborations usually won't work for this sort of project. But having said that, Prophet_of_Doom and I are getting one off the ground as we speak. Er, type. You know. As-yet unnamed, a murder mystery ... with a twist. But it'll be a while yet. [ Sunday, June 13, 2004 16:54: Message edited by: Max Power ] -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Article - Cut Scenes: A Tutorial in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Sunday, June 6 2004 07:27
Profile
I agree--an excellent article. I'd like to (humbly) add one thing, though: be extremely judicious. Cutscenes can be great at the beginning of a sequence (e.g., to give a history) or at a natural break in the scenario (like a chapter break, or right after the climactic battle), but too many, too-long or ill-timed cutscenes can disrupt the flow of the story. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
Article - Cut Scenes: A Tutorial in Blades of Avernum | |
Apprentice
Member # 4432
|
written Sunday, June 6 2004 07:27
Profile
I agree--an excellent article. I'd like to (humbly) add one thing, though: be extremely judicious. Cutscenes can be great at the beginning of a sequence (e.g., to give a history) or at a natural break in the scenario (like a chapter break, or right after the climactic battle), but too many, too-long or ill-timed cutscenes can disrupt the flow of the story. -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |
A modest proposal in Blades of Avernum Editor | |
Apprentice
Member # 4432
|
written Friday, May 28 2004 11:56
Profile
quote:And yet scenarios do get finished. Is there more incentive to finish a project alone? I can see that there might be less incentive to finish a collaborative project because, i) you have to relinquish some measure of creative control, which can dampen the thrill of creation; ii) it would be easier to lose momentum, with more potential bottlenecks to progress; and iii) you ultimately have to share the glory. On the other hand, i) you get the thrill of co-creation and scope for surprises in what direction the project takes; ii) participants can help each other through stalls (e.g., if you hate writing dialogue, find a collaborator who loves it); and iii) you ulitmately get to share the glory. I bow before the assembled wisdom of the Elder Aranea—I have no doubt that you’ve seen this approach fail miserably, and the lone-wolf model certainly works for many of you—but I still want to try it. When collaborations work, they work in spades. So assuming that someone wanted to try a collaborative effort, what do you think would be the key to making it work? -------------------- He's the man Whose name you'd love to touch, But you musn't touuuuuuch... Posts: 19 | Registered: Thursday, May 27 2004 07:00 |