Profile for live_wire
Field | Value |
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Displayed name | live_wire |
Member number | 7238 |
Title | Apprentice |
Postcount | 6 |
Homepage | |
Registered | Saturday, June 17 2006 07:00 |
Recent posts
Author | Recent posts |
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turn_on_debug_mode( ) in Blades of Avernum Editor | |
Apprentice
Member # 7238
|
written Monday, June 26 2006 06:41
Profile
Yes. It seems to have been taken down. Am still finding it hard to believe that one can't use the debug mode! Will have to work around it. I needed the call to change sdfs. I guess I have to use the character editor for that. Anyway, thanks for the help. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
turn_on_debug_mode( ) in Blades of Avernum | |
Apprentice
Member # 7238
|
written Monday, June 26 2006 06:41
Profile
Yes. It seems to have been taken down. Am still finding it hard to believe that one can't use the debug mode! Will have to work around it. I needed the call to change sdfs. I guess I have to use the character editor for that. Anyway, thanks for the help. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
turn_on_debug_mode( ) in Blades of Avernum Editor | |
Apprentice
Member # 7238
|
written Monday, June 26 2006 04:24
Profile
Using this call anywhere in the code throws an unrecognised command error. Searched the forums, but unfortunately didn't find the soultion, though a few posts regarding the problem. Surely, there has to be a solution to it. Could someone please help me out? [ Monday, June 26, 2006 04:25: Message edited by: live_wire ] Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
turn_on_debug_mode( ) in Blades of Avernum | |
Apprentice
Member # 7238
|
written Monday, June 26 2006 04:24
Profile
Using this call anywhere in the code throws an unrecognised command error. Searched the forums, but unfortunately didn't find the soultion, though a few posts regarding the problem. Surely, there has to be a solution to it. Could someone please help me out? [ Monday, June 26, 2006 04:25: Message edited by: live_wire ] Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Planning in Blades of Avernum Editor | |
Apprentice
Member # 7238
|
written Saturday, June 17 2006 22:26
Profile
Yes Kelandon, I do take notes as I design. I can't imagine using sdfs all over the scenario without keeping track of them, after making that mistake in my last unfinished scenario. :( Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Planning in Blades of Avernum | |
Apprentice
Member # 7238
|
written Saturday, June 17 2006 22:26
Profile
Yes Kelandon, I do take notes as I design. I can't imagine using sdfs all over the scenario without keeping track of them, after making that mistake in my last unfinished scenario. :( Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Planning in Blades of Avernum Editor | |
Apprentice
Member # 7238
|
written Saturday, June 17 2006 20:27
Profile
Thanx for the advice. Yes, it would perhaps help me if I first designed the main thing first and then the minor quests. Though, I don't have too many side quests in my scenario, it would help if I wrote the main thing first and then other not-so-important stuff like dialogue for characters not related to the main quest. I have been doing things the other way uptil now. That is, focusing on completing a town thoroughly before moving onto the next. And also trying to plan everything on paper beforehand. (which was partly having to go through the nightmarish situations like the one Thuryl mentioned) That was practically getting me nowhere. Hopefully, will now be able to strike a balance between too-much-planning and inadequate planning. Will try the tactics suggested here and will get back to you, hopefully with news of progress. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Planning in Blades of Avernum | |
Apprentice
Member # 7238
|
written Saturday, June 17 2006 20:27
Profile
Thanx for the advice. Yes, it would perhaps help me if I first designed the main thing first and then the minor quests. Though, I don't have too many side quests in my scenario, it would help if I wrote the main thing first and then other not-so-important stuff like dialogue for characters not related to the main quest. I have been doing things the other way uptil now. That is, focusing on completing a town thoroughly before moving onto the next. And also trying to plan everything on paper beforehand. (which was partly having to go through the nightmarish situations like the one Thuryl mentioned) That was practically getting me nowhere. Hopefully, will now be able to strike a balance between too-much-planning and inadequate planning. Will try the tactics suggested here and will get back to you, hopefully with news of progress. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Planning in Blades of Avernum Editor | |
Apprentice
Member # 7238
|
written Saturday, June 17 2006 19:54
Profile
I have read in many articles on this, as well as other sites related to programming, that one needs to "plan" before starting to actually design. What I want to ask is how "thoroughly" one ought to plan? Like, should I just make a note of all the quests, side quests, sdfs, etc. that are relevant to a certain town or go deeper and even note down what characters are there in the town, with their character nos and what they say, etc. before I begin ? I tried to do the latter and soon realised that it was too much of a work. So I decided to quit that practice. But that only resulted in me getting totally confused. What do other designers do? How exactly o you guys go about planning? Maybe, if I could get some order into my venture, I could one day hope of creating something I can release to the community. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Planning in Blades of Avernum | |
Apprentice
Member # 7238
|
written Saturday, June 17 2006 19:54
Profile
I have read in many articles on this, as well as other sites related to programming, that one needs to "plan" before starting to actually design. What I want to ask is how "thoroughly" one ought to plan? Like, should I just make a note of all the quests, side quests, sdfs, etc. that are relevant to a certain town or go deeper and even note down what characters are there in the town, with their character nos and what they say, etc. before I begin ? I tried to do the latter and soon realised that it was too much of a work. So I decided to quit that practice. But that only resulted in me getting totally confused. What do other designers do? How exactly o you guys go about planning? Maybe, if I could get some order into my venture, I could one day hope of creating something I can release to the community. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Character Graphics in Blades of Avernum Editor | |
Apprentice
Member # 7238
|
written Saturday, June 17 2006 19:32
Profile
Hello everyone! I am new to this forum, though I have been playing the Avernum Series for the past 4 years! I have meddled with the editor for quite a while now and have ultimately got down to designing a small ( 4 town, 2 dungeon ) scenario. The basic storyline is about the Empire colonising an island and the consequent struggle with the native tribes. For this, I would like to have different character graphics for the villagers of the native tribes and that of the empire villagers. Initially I thought of using the apprentice mage graphic for all native villagers (and stating in the scenario something like "The natives wear yellow robes.") But I would like to get some alternative villager graphics [both male and female]for them. None are available at Louvre. And I definitely don't want to use colour swaps of the existing graphics, in this case. So, can anyone please help me out here? Ofcourse, I can use the apprentice mage graphic, if there's no other way. But that would somehow not fit in the scenario. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |
Character Graphics in Blades of Avernum | |
Apprentice
Member # 7238
|
written Saturday, June 17 2006 19:32
Profile
Hello everyone! I am new to this forum, though I have been playing the Avernum Series for the past 4 years! I have meddled with the editor for quite a while now and have ultimately got down to designing a small ( 4 town, 2 dungeon ) scenario. The basic storyline is about the Empire colonising an island and the consequent struggle with the native tribes. For this, I would like to have different character graphics for the villagers of the native tribes and that of the empire villagers. Initially I thought of using the apprentice mage graphic for all native villagers (and stating in the scenario something like "The natives wear yellow robes.") But I would like to get some alternative villager graphics [both male and female]for them. None are available at Louvre. And I definitely don't want to use colour swaps of the existing graphics, in this case. So, can anyone please help me out here? Ofcourse, I can use the apprentice mage graphic, if there's no other way. But that would somehow not fit in the scenario. Posts: 6 | Registered: Saturday, June 17 2006 07:00 |