Search found 58 matches

by Karinas23
Tue Jun 16, 2015 11:46 pm
Forum: Custom Dungeons
Topic: The Isles of Conqeust
Replies: 8
Views: 8241

Re: The Isles of Conqeust

Hi Karina23, I was wondering what are you up to regarding the process of your mod. I finally got around to downloading it, and now I'm playing it. Currently I'm up to the underground block puzzle with the four elemental creature behind the force fields. It's been over five months, so has the projec...
by Karinas23
Mon Dec 08, 2014 5:30 pm
Forum: Grimrock 2 Discussion
Topic: Legend of Grimrock 3
Replies: 262
Views: 269313

Re: Legend of Grimrock 3

I was bored with the Ruins of Desarune about halfway in. I would like to see something such as a cave that turns into a ruin, then opens up into some massive chamber with buildings, or goes into some secret outdoor area, etc. That's always really fun to me- delving into dungeons and finding incredi...
by Karinas23
Mon Dec 08, 2014 10:05 am
Forum: Mod Creation
Topic: Trouble with custom sky
Replies: 5
Views: 3057

Re: Trouble with custom sky

as an extra to this has anyone defined a sky that is simply permanent night
?
by Karinas23
Sat Dec 06, 2014 12:39 pm
Forum: Custom Dungeons
Topic: The Isles of Conqeust
Replies: 8
Views: 8241

Re: The Isles of Conqeust

i intend to have at least 6 islands up to 10, any general suggestions for islands appreciated. all the islands need a theme. The howling isle for example is an island of forested mazes and roaming wild beasts and wolves. edit: im also getting heavily carried away writing story and lore scrolls and s...
by Karinas23
Fri Dec 05, 2014 11:12 am
Forum: Gameplay Hints
Topic: Hints for Meteor?
Replies: 6
Views: 6681

Re: Hints for Meteor?

instead of drawing maps you can just
SpoilerShow
see how far down the hamlet one is .....say 8 or 9 tiles from map edge....and it will be 8 or 9 tiles down in sleet
by Karinas23
Fri Dec 05, 2014 11:05 am
Forum: Custom Dungeons
Topic: The Isles of Conqeust
Replies: 8
Views: 8241

Re: The Isles of Conqeust

Ixnatifual wrote:Looks pretty cool judging from the screenshots. Don't want to spoil it by playing before all the islands are done, though ;)

Oh im getting very carried away on the whole building a world thing....i think the first 2 islands alone is like 9 levels lol
by Karinas23
Sat Nov 15, 2014 12:19 pm
Forum: Mod Creation
Topic: Ask a simple question, get a simple answer
Replies: 3753
Views: 1470417

Re: Ask a simple question, get a simple answer

I am using castle tileset for an interior section and want to use forest tileset outside.. when i walk outside the exterior of the castle walls are see through, what's going on here? Remilafo walla only form properly where floor tile meets wall tile, so castle wall meeting forest floor causes weird...
by Karinas23
Fri Nov 14, 2014 7:39 pm
Forum: Mod Creation
Topic: Few questions - All solved
Replies: 21
Views: 13486

Re: Few questions - All solved

Hey Drakkan, I modified the dig random script a bit for use in my own mod. Here's the code I ended up going with: By adding the target (c) to the function, the script no longer needs to be on top of the floor_trigger, and multiple floor_triggers can point to the same function. items = {"baked_maggo...
by Karinas23
Thu Nov 13, 2014 7:12 pm
Forum: Mod Creation
Topic: a script to trigger when a rune is cast
Replies: 13
Views: 5415

Re: a script to trigger when a rune is cast

Thats much more efficient and doesnt require the ingame script either thank you very much
by Karinas23
Thu Nov 13, 2014 4:29 pm
Forum: Mod Creation
Topic: a script to trigger when a rune is cast
Replies: 13
Views: 5415

Re: a script to trigger when a rune is cast

Created 4 versions of the spell and they all work great. Though i guess the way these are defined the spell will only work on the 1 tile and nowhere else since theyre reliant on the tiles ID ? defineSpell{ name = "karinafire_spell", uiName = "Dispell Fire Seal", requirements = {"fire_magic", 5}, ges...