Search found 72 matches

by QuintinStone
Mon Dec 01, 2014 2:29 am
Forum: Mod Creation
Topic: Magic Ladder
Replies: 9
Views: 7173

Magic Ladder

Working with some magic bridges, so I figured a magic ladder would go well with them. http://cloud-2.steampowered.com/ugc/546388934416175456/06FB17DCE1BCF56AEF9993BF2C195AB9DF2E361C/ Particle: defineParticleSystem{ name = "magic_ladder", emitters = { { velocity = { 0.1, 0.4 }, lifetime = {...
by QuintinStone
Sat Nov 29, 2014 6:11 pm
Forum: Mod Creation
Topic: Primitive Asset Definition Reference
Replies: 18
Views: 20035

Re: Primitive Asset Definition Reference

Love this script! I modified it to let me get tile set info too.
by QuintinStone
Wed Nov 26, 2014 5:42 pm
Forum: Custom Dungeons
Topic: [MOD] - Eye of the Atlantis - version 3j
Replies: 742
Views: 736242

Re: [MOD - WIP] - Eye of the Atlantis - 20% done

Agreed, that looks really good.
by QuintinStone
Wed Nov 26, 2014 5:40 pm
Forum: Mod Creation
Topic: Since we are waiting for asset pack to be released...
Replies: 21
Views: 22725

Re: Since we are waiting for asset pack to be released...

quitinstone, thanks for your steam/fog object. I have a question, how do I make the particle box larger than one (game) square ? .. tried fiddling with some of the variables, but cannot get it bigger That'd be boxMin and boxMax I think. [-1.2, -0.02, -1.2] to [1.2, -0.2, 1.2] covers 1 game square. ...
by QuintinStone
Wed Nov 26, 2014 5:36 pm
Forum: Mod Creation
Topic: Water restarts music
Replies: 11
Views: 13002

Re: Water restarts music

My guess is that you'd have to define a new tileset that duplicates everything from the existing water tileset except for its ambient sound/music. But if you do that, you'll lose the splashy water sound effects completely.
by QuintinStone
Wed Nov 26, 2014 5:54 am
Forum: Mod Creation
Topic: Since we are waiting for asset pack to be released...
Replies: 21
Views: 22725

Re: Since we are waiting for asset pack to be released...

A steam particle system I made. Could also be used for a white mist. defineParticleSystem{ name = "steam_particles", emitters = { { emitterShape = "BoxShape", -- type of the emitter, either “BoxShape” (default) or “MeshShape”. emissionRate = 55, -- number of particles to emit per...
by QuintinStone
Tue Nov 25, 2014 1:45 am
Forum: Mod Creation
Topic: Transitions between tilesets.
Replies: 13
Views: 12751

Re: Transitions between tilesets.

What tile must i use to make mine wall like the example of the first post ? Well I don't know exactly how GoldenShadow did it, but here's how I created this transition: http://steamcommunity.com/sharedfiles/filedetails/?id=346486655\ Basically it's a corridor of dungeon floor, then 1 void, then the...
by QuintinStone
Mon Nov 24, 2014 10:17 pm
Forum: Mod Creation
Topic: The "Has anyone got this code to work?" thread
Replies: 14
Views: 19773

Re: The "Has anyone got this code to work?" thread

This thread is dedicated to code you think should work but it won't or throws an error and is potentially a bug . This is not for musing code theory and how to use certain aspects of the API. This code throws an error: local o = findEntity("someItemIDthatIsEquipable") o.item:addConnector(...
by QuintinStone
Mon Nov 24, 2014 9:13 pm
Forum: Mod Creation
Topic: Transitions between tilesets.
Replies: 13
Views: 12751

Re: Transitions between tilesets.

Strangely, i tried with mine_wall_01_1 and i obtain a weird thing but with castle_wall_01_3 it works perfectly. Any idea ? Because mine_wall_01 is a weird thing. It doesn't act like other walls. If you put it on the east edge of a tile, it'll make a wall that extends from the center of the tile to ...
by QuintinStone
Sun Nov 23, 2014 6:07 pm
Forum: Mod Creation
Topic: ...........
Replies: 16
Views: 17920

Re: ...........

Drakkan wrote:but still missing script for setting starting skills / traits. Dont you wanna make it ? :)
What would it do exactly? I personally wouldn't want to make a dungeon that undid the work someone went through customizing their party.