Profile for Pyrulen
Field | Value |
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Displayed name | Pyrulen |
Member number | 6846 |
Title | Warrior |
Postcount | 65 |
Homepage | |
Registered | Thursday, March 2 2006 08:00 |
Recent posts
Pages
Author | Recent posts |
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A new remake in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Thursday, January 18 2007 04:48
Profile
I think that a 'test' option which immediately loaded your scenario using the default party at a designated location would be useful. Presumably, to return to the editor you could press escape. I often find it a chore to reload the game or re-enter the town every time I want to study the effect of a small modification. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Bug fixing and Beta call in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Friday, November 10 2006 23:12
Profile
Ok, it's a bit rough around the edges, but the files have been sent out. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Bug fixing and Beta call in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Friday, November 10 2006 08:36
Profile
Hello. I've almost completed coding a chess program which works within a BoA scenario. It allows two people to play a head to head game (sorry, I'm not yet brave enough to attempt an AI opponent) by entering in coordinates to select pieces and their targets. It's not an ideal setting for a chess program, but I did it mainly for the challenge and to see if it could be done. The pieces themselves are BoA characters, and currently I have a team of Humans vs Vahnatai, although other creature types could be used as long as the creature numbers remain the same. The final version will include a full compliment of different attack types including spells and bows (ranged attacks work best as the pieces may not always attack adjacent enemies). An example of play: Anyway, to get to the point, I need help to finish this before the contest deadline, and have run into a few scripting problems associated with maneuvers to get out of check. I'll go into details with testers. Basically, I'm stumped and running out of free time. To all who apply: this is no simple beta test - I need people to test it and experience the bugs, then look at the code and propose/code solutions. On the bright side, you'll get credit for collaboration. Just post your email address and I'll send you the scenario file. [ Friday, November 10, 2006 11:37: Message edited by: Pyrulen ] -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Needed: Windows Testers in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Thursday, November 2 2006 07:10
Profile
If it's not too late, I'd love to try it out as well. This would be a major help to all Windows users and I'd like to help the development. My email address is jackmilner@gmail.com . [ Thursday, November 02, 2006 07:10: Message edited by: Pyrulen ] -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Do You 'Frequent' These Boards? in General | |
Warrior
Member # 6846
|
written Sunday, October 29 2006 23:01
Profile
It's an interesting enough forum to lurk around, but I only occasionally post in the BoA Editor forum. Nevertheless, I'm usually here at some time or another. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
The Spiderweb Art Movement. in General | |
Warrior
Member # 6846
|
written Friday, September 22 2006 14:03
Profile
Here's a sonnet I wrote a while ago. As you can see, without many topics in mind, it became rather self referential: Explain the importance of rhyming verse, Iambs or trochees with which to conform. Are sonnets such that you mean to coerce My tortured spirit to compose the norm? Is lexical choice so paramount that The writer is a slave to convention, Producing poetry as drab and flat, As to be beyond all comprehension? What turn is this? Alas, I am betrayed! My traitorous words are arranged in rhyme, And all that I claim in this mad tirade, Is hypocrisy and a waste of time. I must end before I further digress, With a tiresome rhyming couplet, no less. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
BoA BUGS v6.0 in Blades of Avernum | |
Warrior
Member # 6846
|
written Monday, August 28 2006 12:48
Profile
Oops, I forgot to mention that I set the 'beam type' field to '1' as a matter of course, yet still nothing. Having experienced slightly too many annoying beam puzzles through past scenarios (The Za-Khazi Run, Bahssikava, A Perfect Forest), I hadn't felt obliged to include one in my scenario, although it will be a problem should I ever try to create one in the future. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
BoA BUGS v6.0 in Blades of Avernum | |
Warrior
Member # 6846
|
written Monday, August 28 2006 12:25
Profile
I have a couple. I can't seem to get the beam projectors to work in any of my scenarios at all. So far I have placed the projectors (terrains 380-383) next to the 'energy source' (terrain 384), at point the energy source shimmers, but nothing more happens. This may not be a bug, although I can't figure what I've missed, so I thought I'd include it anyway. The door terrain script seems to cease working after the call flip_terrain is used on the square of the door. For example, when I close a door in a cutscene using flip_terrain, the door will not open afterwards when normal play is resumed. [ Monday, August 28, 2006 12:26: Message edited by: Pyrulen ] -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Major Error: Expression TOO LONG in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Friday, July 28 2006 08:20
Profile
Kelandon, you would want to use 'i = i - 1' in place of 'i = i + 1', since you are counting down from the original value of i. The code as it is would create an unending loop, not that it particularly matters. EDIT: typos [ Friday, July 28, 2006 08:20: Message edited by: Pyrulen ] -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Major Error: Expression TOO LONG in Blades of Avernum | |
Warrior
Member # 6846
|
written Friday, July 28 2006 08:20
Profile
Kelandon, you would want to use 'i = i - 1' in place of 'i = i + 1', since you are counting down from the original value of i. The code as it is would create an unending loop, not that it particularly matters. EDIT: typos [ Friday, July 28, 2006 08:20: Message edited by: Pyrulen ] -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Major Error: Expression TOO LONG in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Friday, July 28 2006 03:10
Profile
I considered using SDFs, but then if the first character doubles back in a multi character party, switching places with another who is already standing on the special encounter, it will not trigger it a second time. This can lead to a failure to turn the SDF off, resulting in the ability to dig anywhere. EDIT: It is possible to use special encounters and SDFs, as long as the 'on' and 'off' switch special encounters are far enough apart (i.e. four spaces). In my case there wasn't enough space for this. Concerning the question about digging anywhere, the response "You can't dig here!" is just an action for the purposes of testing. It could easily be changed to "You dig here, but find nothing." in the future. Then again, you would then want to consider on which floor tiles would this be realistic, but that is beside the point. Thuryl, I should have thought of that before, thank you for waking me up. :P [ Friday, July 28, 2006 03:18: Message edited by: Pyrulen ] -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Major Error: Expression TOO LONG in Blades of Avernum | |
Warrior
Member # 6846
|
written Friday, July 28 2006 03:10
Profile
I considered using SDFs, but then if the first character doubles back in a multi character party, switching places with another who is already standing on the special encounter, it will not trigger it a second time. This can lead to a failure to turn the SDF off, resulting in the ability to dig anywhere. EDIT: It is possible to use special encounters and SDFs, as long as the 'on' and 'off' switch special encounters are far enough apart (i.e. four spaces). In my case there wasn't enough space for this. Concerning the question about digging anywhere, the response "You can't dig here!" is just an action for the purposes of testing. It could easily be changed to "You dig here, but find nothing." in the future. Then again, you would then want to consider on which floor tiles would this be realistic, but that is beside the point. Thuryl, I should have thought of that before, thank you for waking me up. :P [ Friday, July 28, 2006 03:18: Message edited by: Pyrulen ] -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Abandonware in General | |
Warrior
Member # 6846
|
written Friday, July 28 2006 01:41
Profile
I remember playing some great games like Shuffle Cafe and Scarab of Ra on a Macintosh SE/30 when I was about 6 or 7. At the time, they were just as engrossing as any of the more graphically advanced console games available today. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Major Error: Expression TOO LONG in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Friday, July 28 2006 01:25
Profile
While playtesting a small part of my scenario today I got this error message, leading me to wonder why there should be a limit to the length of expressions. It may be an excessively cumbersome piece of script, but it was necessary because I had to cover a specific piece of ground (in case you're wondering, it's for a shovel ability). Now it seems that I'll have to simplify it in some way, but I'm out of ideas. Is there any way I can get around this error? -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Major Error: Expression TOO LONG in Blades of Avernum | |
Warrior
Member # 6846
|
written Friday, July 28 2006 01:25
Profile
While playtesting a small part of my scenario today I got this error message, leading me to wonder why there should be a limit to the length of expressions. It may be an excessively cumbersome piece of script, but it was necessary because I had to cover a specific piece of ground (in case you're wondering, it's for a shovel ability). Now it seems that I'll have to simplify it in some way, but I'm out of ideas. Is there any way I can get around this error? -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Feature Length Animation Films in General | |
Warrior
Member # 6846
|
written Monday, July 10 2006 11:01
Profile
If you like films by Studio Ghibli ('Porco Rosso', 'Howl's Moving Castle'), I would suggest 'Castle in the Sky', and 'Nausicaä of the Valley of the Wind'. These are both great examples of their early anime in the 1980s. A note on 'Howl's Moving Castle' - although being visually stunning (as usual), the budget cuts really showed with the abrupt ending. 'Ghost in the Shell' (1) would be another good choice, especially considering that you saw the sequel. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Viva Italia !!!!!!! in General | |
Warrior
Member # 6846
|
written Monday, June 26 2006 12:31
Profile
Don't worry - getting angry at the referee is a sport all of its own ;) . Whenever England go out it is always blamed on the referee, despite whatever mediocre performance the team showed. That said, the penalty decision WAS a crucial mistake. The Italians are good at making convincing dives like that... -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Your favorite video game company in General | |
Warrior
Member # 6846
|
written Monday, June 26 2006 08:52
Profile
I like many SEGA games, to the extent that I bought a now dubiously reliable Dreamcast. Pity it was never marketed well and failed, but I still get fun out of it at times. With SEGA's console demise I jumped ship to Nintendo and bought a Gamecube, although there have been less good titles than I had hoped. In general I don't prefer consoles over PC games, it's just that for arcade style games consoles will be better, whereas you'll probably find a greater variety of strategy and RPGs on the latter. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Viva Italia !!!!!!! in General | |
Warrior
Member # 6846
|
written Thursday, June 15 2006 09:23
Profile
Wow. I thought it was going to be Northern Ireland all over again with England there for a minute. Crouch finally scored, after many awful attempts (don't try the overhead kick, please!) and the match was finished with a good old fashioned Gerrard goal. Thank God for that. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Viva Italia !!!!!!! in General | |
Warrior
Member # 6846
|
written Sunday, June 11 2006 13:45
Profile
I never said that TnT were not more exciting to watch :P , but no matter what surprising performances they make, I consider England's chances to be better against them than Sweden. Whatever happens, England will definitely need to perform better next time. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Viva Italia !!!!!!! in General | |
Warrior
Member # 6846
|
written Saturday, June 10 2006 08:25
Profile
quote:Trinidad and Tobago shouldn't be a problem - looking at the 0-0 score so far of their match against Sweden it doesn't seem as if they play an aggressive game. Sweden is more of a worry - they've beaten England 4-2 in a recent world cup. quote:Actually, I thought Beckham didn't do too badly in the first half (he did after all cause the own goal that put England in the lead). In the second half he still did what he was meant to do, but this time there was no Michael Owen to pass to. I agree that Crouch didn't do much (and he can't take penalties) - he should be replaced. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Boa scenario's: what stage are they in now? in Blades of Avernum | |
Warrior
Member # 6846
|
written Wednesday, June 7 2006 05:22
Profile
Due to A level exams recently I haven't been able to do much more on what is already an unambitious scenario, although I plan to resume design at some point. I may have to make some major plot alterations and that involves rewriting the dialogue (if only the dialogue creator worked for windows!) which will take a while. I might also scrap the outdoor section, beautiful though it is, in order to keep it plot focused. -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
A terrain challenge in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Wednesday, June 7 2006 05:15
Profile
Instead of having a single graphic occupying the space you want the character to occupy, it might be easier to design the cage in terms of walls on the squares north, south, east and west of the character occupied square. Of course, this doesn't really help if you want anything other than a square cage, but it would be easier than fiddling around with te_second_icon commands. Another advantage is that the cage can be made as big as you want. As for walking through cages, it would be a relatively simple step from there to create a cage door graphic (or alternatively, allow characters to slip through the bars). -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
A terrain challenge in Blades of Avernum | |
Warrior
Member # 6846
|
written Wednesday, June 7 2006 05:15
Profile
Instead of having a single graphic occupying the space you want the character to occupy, it might be easier to design the cage in terms of walls on the squares north, south, east and west of the character occupied square. Of course, this doesn't really help if you want anything other than a square cage, but it would be easier than fiddling around with te_second_icon commands. Another advantage is that the cage can be made as big as you want. As for walking through cages, it would be a relatively simple step from there to create a cage door graphic (or alternatively, allow characters to slip through the bars). -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |
Clock Design in Blades of Avernum Editor | |
Warrior
Member # 6846
|
written Thursday, June 1 2006 21:54
Profile
It works, give or take a missed bracket. Nicely done. Not that this problem can really be helped, but the hours of darkness seem too short (since when has the sun risen at 1:00 AM outside of the arctic circle?). -------------------- "Build a man a fire, and he´ll be warm for a day; set a man on fire, and he´ll be warm for the rest of his life." Posts: 65 | Registered: Thursday, March 2 2006 08:00 |