Profile for Goatfoam
Field | Value |
---|---|
Displayed name | Goatfoam |
Member number | 6011 |
Title | Apprentice |
Postcount | 5 |
Homepage | http://www.myspace.com/goatfoam |
Registered | Friday, June 24 2005 07:00 |
Recent posts
Author | Recent posts |
---|---|
Scenarios in Development in Blades of Avernum | |
Apprentice
Member # 6011
|
written Monday, June 27 2005 07:03
Profile
Homepage
I've got the basic storyline of a scenario written down, though it will probably be some time before it sees the light of day since I'm still acquiring the technical know-how to pull it off. Anyway, here's a brief synopsis: It's set in a fictional country that's based on feudal Japan, whose lands border an oppressive, decadent regime run by vampires who basically farm humans. The two countries have never been at peace with each other, and the action takes place at the huge wall seperating the two nations (think the Great Wall of China or Hadrian's Wall) as the latest recruits are sent to man the battlements. Posts: 5 | Registered: Friday, June 24 2005 07:00 |
little online game advice in General | |
Apprentice
Member # 6011
|
written Monday, June 27 2005 06:45
Profile
Homepage
Nah, Sauron decided to go for the whole 'destruction of the free peoples' routine. Think of the loss of life that could have been averted if they had just kept it on the football pitch, though. Shame. :( Posts: 5 | Registered: Friday, June 24 2005 07:00 |
little online game advice in General | |
Apprentice
Member # 6011
|
written Monday, June 27 2005 06:01
Profile
Homepage
Blood Bowl is just as awesome as the Games Workshop boardgame was when I was 14, and is available completely free (and completely up to date) here. Basically it's what might happen if everyone in Lord of the Rings started playing American Football and knocked the living crap out of each other. Great fun. Posts: 5 | Registered: Friday, June 24 2005 07:00 |
Doors in Blades of Avernum Editor | |
Apprentice
Member # 6011
|
written Monday, June 27 2005 01:37
Profile
Homepage
Ah, yeah, it turns out it wasn't setting the flag. This was because I had two action lines in the node, one to end the conversation and the other to set the flag. I set the flag in the code line, and it works fine now. Thanks Kelandon, I thought you could have as many action lines as required. Posts: 5 | Registered: Friday, June 24 2005 07:00 |
Doors in Blades of Avernum | |
Apprentice
Member # 6011
|
written Monday, June 27 2005 01:37
Profile
Homepage
Ah, yeah, it turns out it wasn't setting the flag. This was because I had two action lines in the node, one to end the conversation and the other to set the flag. I set the flag in the code line, and it works fine now. Thanks Kelandon, I thought you could have as many action lines as required. Posts: 5 | Registered: Friday, June 24 2005 07:00 |
Doors in Blades of Avernum Editor | |
Apprentice
Member # 6011
|
written Sunday, June 26 2005 23:57
Profile
Homepage
Hey guys, I'm new to the forums and, having just finished the four basic scenarios that came with BoA, I decided to start playing around with the editor. I've been slowly learning how to use it for about a week now, and everything was going pretty well but now I've hit a snag that's probably going to make me look like an idiot. I've scoured the manual and appendices, but I just haven't had any luck. Anyway, here's my problem: I'm trying to get a door to unlock once a dialogue node is activated. I set an SDF to 1 in the node, and pointed the door's memory cells to that SDF, but it just isn't happening. Am I doing this right? I'm also having quite a bit of trouble understanding the manual most of the time, so I was also wondering if there was any extra documentation out there that I've missed? Cheers. Posts: 5 | Registered: Friday, June 24 2005 07:00 |
Doors in Blades of Avernum | |
Apprentice
Member # 6011
|
written Sunday, June 26 2005 23:57
Profile
Homepage
Hey guys, I'm new to the forums and, having just finished the four basic scenarios that came with BoA, I decided to start playing around with the editor. I've been slowly learning how to use it for about a week now, and everything was going pretty well but now I've hit a snag that's probably going to make me look like an idiot. I've scoured the manual and appendices, but I just haven't had any luck. Anyway, here's my problem: I'm trying to get a door to unlock once a dialogue node is activated. I set an SDF to 1 in the node, and pointed the door's memory cells to that SDF, but it just isn't happening. Am I doing this right? I'm also having quite a bit of trouble understanding the manual most of the time, so I was also wondering if there was any extra documentation out there that I've missed? Cheers. Posts: 5 | Registered: Friday, June 24 2005 07:00 |