Search found 72 matches
- 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 = {...
- 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.
- 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.
- 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. ...
- 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.
- 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...
- 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...
- 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(...
- 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 ...
- Sun Nov 23, 2014 6:07 pm
- Forum: Mod Creation
- Topic: ...........
- Replies: 16
- Views: 17920
Re: ...........
What would it do exactly? I personally wouldn't want to make a dungeon that undid the work someone went through customizing their party.Drakkan wrote:but still missing script for setting starting skills / traits. Dont you wanna make it ?