Profile for Thuryl
Field | Value |
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Displayed name | Thuryl |
Member number | 869 |
Title | ...b10010b... |
Postcount | 9973 |
Homepage | http://thuryl.desperance.net/blades.html |
Registered | Saturday, March 30 2002 08:00 |
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New Custom Art: Take a peek inside in General | |
...b10010b...
Member # 869
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written Tuesday, November 29 2005 22:11
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Even a paid hosting service will generally require you to agree to a set of terms of service before hosting your site. If you breach the terms you agreed to, well, you don't really have anyone to blame but yourself. Except in extreme cases, the law does not protect you from signing lousy contracts. [ Tuesday, November 29, 2005 22:18: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
New Custom Art: Take a peek inside in General | |
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written Tuesday, November 29 2005 20:32
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quote:Well, I can't vouch for the programming side of it, but the design side is progressing steadily. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Have you ever in General | |
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written Tuesday, November 29 2005 20:19
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Amusingly enough, Wikipedia has an article on this. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
New Custom Art: Take a peek inside in General | |
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Member # 869
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written Tuesday, November 29 2005 20:11
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From what I've heard, Avernum 4 will have attacking animations, but not walking animations. Avernum players were generally annoyed by Geneforge's walking animations, because having to spend several minutes just walking from one side of town to the other is less fun in practice than in theory. And as far as we know, there won't be a scenario editor with the Avernum 4 engine, although there might be one with the Geneforge engine a few years down the track. By the way, if you're interested in assisting the development of an RPG design system, Pygmalion needs graphics artists. It's 2D tile-based rather than isometric, but the tiles are fairly large (36w*48h, last time I checked) and the engine supports a variety of poses and animations (walking, attacking, spellcasting, etc) in 4 directions, so it shouldn't feel restrictive at all. [ Tuesday, November 29, 2005 20:16: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
New Custom Art: Take a peek inside in General | |
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written Tuesday, November 29 2005 18:38
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quote:Last time I checked, Angelfire wasn't a branch of the U.S. government, and therefore the First Amendment to the U.S. Constitution doesn't apply to it. [ Tuesday, November 29, 2005 18:39: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Exile III multiplayer? in The Exile Trilogy | |
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written Monday, November 28 2005 20:39
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The investment of several years of time required to develop a new game is still a huge risk. Shareware isn't an enormously high-profit field for the amount of work involved. If Jeff makes a game that doesn't sell, he goes out of business, and the best way to guarantee that everything he makes will sell is to keep designing in the same genre. [ Monday, November 28, 2005 20:40: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Exile III multiplayer? in The Exile Trilogy | |
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written Monday, November 28 2005 16:00
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No. Maintaining the kind of servers necessary for an online multiplayer game is expensive, and would therefore be a huge financial risk, considering it's a genre of game SW hasn't developed before. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
dialog/special encounter problem in Blades of Avernum Editor | |
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written Sunday, November 27 2005 22:24
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It isn't really necessary to define coins as a variable -- using coins_amount() in the conditional statement is fine. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
dialog/special encounter problem in Blades of Avernum | |
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written Sunday, November 27 2005 22:24
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It isn't really necessary to define coins as a variable -- using coins_amount() in the conditional statement is fine. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Multiplayer Game in General | |
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written Sunday, November 27 2005 17:47
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-------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Simple questions in Blades of Avernum | |
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written Sunday, November 27 2005 00:42
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quote:Yup. If you ever get Ritual of Sanctification, it's removed as soon as you leave the scenario. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
dialog/special encounter problem in Blades of Avernum Editor | |
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written Saturday, November 26 2005 18:02
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Post your entire town script so that we can see if you've declared the variable correctly. And yes, you'd use another if statement to check if the party has any gold. You can nest if statements inside each other. Just make sure you keep track of all the braces. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
dialog/special encounter problem in Blades of Avernum | |
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written Saturday, November 26 2005 18:02
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Post your entire town script so that we can see if you've declared the variable correctly. And yes, you'd use another if statement to check if the party has any gold. You can nest if statements inside each other. Just make sure you keep track of all the braces. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
dialog/special encounter problem in Blades of Avernum Editor | |
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written Saturday, November 26 2005 16:09
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What CPeters said, since he got in before me. Note, however, that you should only call run_dialog once per encounter and save its value to a variable, so the player doesn't have to deal with the dialog box twice. That's the purpose of lines like "choice = run_dialog(0)" that you see in scripts. So here's the fixed version of your script: (Note that this requires that "choice" be defined as a variable in the variables list at the start of the script) By the way, you should also make sure that you find some way to handle the situation where the player offers to give money (selects the first option) but doesn't actually have any gold. [ Saturday, November 26, 2005 16:17: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
dialog/special encounter problem in Blades of Avernum | |
...b10010b...
Member # 869
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written Saturday, November 26 2005 16:09
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What CPeters said, since he got in before me. Note, however, that you should only call run_dialog once per encounter and save its value to a variable, so the player doesn't have to deal with the dialog box twice. That's the purpose of lines like "choice = run_dialog(0)" that you see in scripts. So here's the fixed version of your script: (Note that this requires that "choice" be defined as a variable in the variables list at the start of the script) By the way, you should also make sure that you find some way to handle the situation where the player offers to give money (selects the first option) but doesn't actually have any gold. [ Saturday, November 26, 2005 16:17: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Dialog bug in Blades of Avernum Editor | |
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written Saturday, November 26 2005 15:58
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EDIT: Ah, I see what the problem is now. I suppose one workaround is to make sure that whenever possible, dialog options that are only available conditionally are the last one on the list, so they don't affect the order of the others. [ Saturday, November 26, 2005 16:04: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Dialog bug in Blades of Avernum | |
...b10010b...
Member # 869
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written Saturday, November 26 2005 15:58
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EDIT: Ah, I see what the problem is now. I suppose one workaround is to make sure that whenever possible, dialog options that are only available conditionally are the last one on the list, so they don't affect the order of the others. [ Saturday, November 26, 2005 16:04: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Exile III multiplayer? in The Exile Trilogy | |
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Member # 869
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written Saturday, November 26 2005 15:53
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quote:Some forms of speed chess are played this way -- you can move as fast as your fingers will allow. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
what is your group make up? in The Avernum Trilogy | |
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written Friday, November 25 2005 21:06
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I have the same problem with hoarding items. I save them for when there's absolutely no way to get by without them, and almost inevitably end up not needing them after all. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Script spawning in Geneforge Series | |
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written Friday, November 25 2005 21:01
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So place_monster doesn't work in Geneforge? Huh. Damn. spawn_creature only allows the spawning of creatures that have already been placed in town, though, doesn't it? -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Script spawning in Geneforge Series | |
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written Friday, November 25 2005 18:25
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quote:For most situations, that's probably the call you want. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
BoA Pages in Blades of Avernum | |
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written Friday, November 25 2005 16:25
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Well, originally it was just TBoEP. Then it sort of grew. :P -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Zakhazi Run in Blades of Avernum | |
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written Friday, November 25 2005 16:13
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Kelandon's written an article entitled Basic Scripting for Complete Beginners. It may be what you want. Erik Westra's Blades of Avernum Editor Cookbook is also a useful resource. [ Friday, November 25, 2005 16:15: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
BoA Pages in Blades of Avernum | |
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written Friday, November 25 2005 16:10
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TBoEaPaSPiTBoAPWaELaNOA isn't on your list. It's only got two BoA utilities on it, but as far as I know neither of them can be found anywhere else. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Random Quiz in General | |
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written Friday, November 25 2005 15:59
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You will note that "before" is not a synonym for "through". -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |