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A trap idea:
This trap can be used to close a Rock Barrier so that the player can't go back anymore.
Make a place where there are two Rock Barriers, the one that should be closed called R1, and the one that must be opened called R2. Place them like this:
ground --------------- | | | | R1> | | | | <R2 | | | | --------------- ground
Now, place a button linked to R1 and another one linked to R2 inside the upper and lower grounds, like this: (B1 linked to R1 and B2 linked to R2)
---- | B1 | ---- --------------- | | | | R1> | | | | <R2 | | | | --------------- ---- | B2 | ----
B2's info (0) must be set to 1. Finally, make a boulder on top of B1 and some crunch tiles of type 0 under the button.
Remember, the player must have the VBlade spell.
How it works:
When the player gets into this area, R1 is open. R2 is closed. The player must get to the middle of this area and use VBlade to open R2 (With the blade that flies down). But at the same time, the upper blade will hit the crunch tiles, breaking them, and the boulder will fall down in the hole (where the crunch tiles were) so that pressure will be released from B1, and R1 will be closed.
------------------ Armadillopineapplemacintosh!
Interesting...another type of trap:
B=barrier S=switch C=speakable character
B1 C B2 ------- B3 S
Set B1 info (0) to S's sprite ID and set B2's info (0) to any number "x" such that "x" is not the sprite ID of any switch in your level. Set B3's info (0) to any number "y" such that "y" is not "x" nor the sprite ID of any switch in your level. Now, using the conversation spawned by character C, run these action lines. For best results, do them on the same line of conversation or else the player could press ESC and miss one of the actions:
(Action ID) 6 (Arg1) "x" (Arg2) 3
(Action ID) 6 (Arg1) "y" (Arg2) 3
This closes B1 and opens B2. This works better if the player must bring the character a certain item before being granted access.
If the player tries to use an escape ring...the game will be ruined because B1 will never open again...this is the player's own fault. ------------------ Dr. Tall says: Taller is Better
(This message has been edited by Dr Tall (edited 07-16-2001).)
Quote
Originally posted by Dr Tall: **Interesting...another type of trap: ... **
This is the type of trap I use in The Search for Lezaref. Unfortunately, the barrier and button are off-screen, so it doesn't work perfectly. But this is because the player actually has to go to the barrier and put a rock on the button to get to some other areas. I've also found a workaround. I'll just say I use the "permanantly destroy sprite" thing. And guess what; the player actually does use an escape ring, which actually doesn't ruin the whole game. Just wait... Visit The Search for Lezaref Website at (url="http://"http://www.geocities.com/mulletsailors/")www.geocities.com/mulletsailors/(/url)
Oh yeah-I'll put that in my signature.
------------------ Yum Yum Yum
Could someone explain 2 things that I wish I knew how to do:
------------------ Chack out my website:(url="http://"http://wwwlight.aftran.com")light.aftran.com(/url) for Ferazel levels,status on my Ares plgin, and more.
Originally posted by cat99: **Could someone explain 2 things that I wish I knew how to do:
How do you merge levels with ResEdit?
How do you make lightmaps? **
For number one, I have never done that before but I'll let you know when I try it. And for number two, you can learn about how the make lightmaps in the Mascot FAQ.
------------------
(This message has been edited by Ice (edited 07-16-2001).)
Dr Tall used to swoop to the rescue but now he just falls...
OK, lightmaps. Make a new document in graphic converter, whatever you want. Same size as your level (get that on the level info screen). Should be black and white ONLY. Any shade of darkness will work. Black makes that area dark...white is lighter. Select all, copy, paste pict as lightmap. Done
Merging levels with Res Edit...AHHH EXTREME PAIN REMEMBERED. Anyway...Simply copy the resources of one World Data file into the other...but if any conversations or signs or level names or level number overlap you must change the number everywhere it appears. You must make a new world map. It is better to make all your levels in one data file. What I do, to avoid corruption, is to always have two data files running around so if I corrupt one, the other one is still good. I've only corrupted a data file once and if I had decided to delete that backup copy..... :eek:
------------------ Dr. Tall says: Taller is Better
Whenever I create a FG tilemap or lightmap, I always have to make my file larger than the stated size in MASCOT. Does anyone else have this problem?
I've mad one lightmap so far, and it was really easy. I just used the FG tilemap and saved it under a different name, then used the tiles as a guideline to where my light would be. Unfortunately, I haven't tried changing the level info yet, so that part might be trickier.
And I really need help with my map nodes. I've read the read-me over and over, but I can't seem to fix them. Should I scrap the resource in ResEdit and do it all oer again?
------------------ Visit The Search for Lezaref Website at (url="http://"http://www.goecities.com/mulletsailors/")www.goecities.com/mulletsailors/(/url)
You know how the rock barrier, when retracted, causes an invisible wall above it (as if it were invisible yet still fill-length)? Well, I think the HP Passage things do the same, except that above and below they create an 'overlay' behind which Ferazel disappears. Is this preventable? (Other than putting another HP Passage with more overlay tiles above&below;, like in the Labyrinth.)
Originally posted by Dr Tall: (B Merging levels with Res Edit...AHHH EXTREME PAIN REMEMBERED. Anyway...Simply copy the resources of one World Data file into the other...but if any conversations or signs or level names or level number overlap you must change the number everywhere it appears. You must make a new world map. It is better to make all your levels in one data file. What I do, to avoid corruption, is to always have two data files running around so if I corrupt one, the other one is still good. I've only corrupted a data file once and if I had decided to delete that backup copy..... :eek: (/B)
Ignore half of him. He is right always have a second copy of your world, and update it frequently.
But... The best thing to do is create each level individually. This is how I do it: *Duplicate the orginal world file. *Open this file in ResEdit and delete all but the level you want to build fromÝ ÝBy build from I mean this: Erase all tiles and spirtes and begin from there (thereby avoiding troubles with px tiles and the sort) *Also, know what level # this willbe in the final version, say 10, but for now make it 1 *When you beta test your level, place everything on the ground (next to the starting point) that one has aqquired so far health increases, weapons, ht ptn - this way you will be able to test this level easily, with all previously aqquired stuff *Create a code which all conversations will follow, using the level #, like level #, conversation # - thereby, the first conversation of level 10 would be 101 - this coding system does have some flaws- but nobody's perfect *When combining the levels, you will not expreience trouble with conversations *Give this level a unique id and then change it to the final #, in our case, 10
This method allows for easy beta testing and the world map is not created until the end so, no worries.
As to the question on FG Tile Maps- make sure the dpi is 72x72 or else...
------------------ Bushes are nice 'cause they don't have prickers -- unless they do. This one did. Ouch! -Ralph Wiggum Download (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl?path=ferazel/addons&file;=Extemporaneous.sit.hqx")Extemporaneous 0.5(/url) for Ferazel's Wand. Visit the (url="http://"http://homepage.mac.com/emudevelopers/ferazel.html")Extemporaneous Website(/url).
Posted by Emperor Ent: Ignore half of him.
I'll try my best but this right side just won't go away!!
How do you make a catapult unmovable?
Originally posted by Emperor Ent: **How do you make a catapult unmovable?
**
Put two tiles in between the catapult so the catapult gets stuck when you try to move it.
------------------ "Ice, ice, baby! It looks cold in that cavern! I'd freeze my wings off if I were there. Those snow-covered boulders look scrumptious."- Hector D. Byrd
Originally posted by Ice: **Put two tiles in between the catapult so the catapult gets stuck when you try to move it. **
What about within the sprite info?
Originally posted by Emperor Ent: **What about within the sprite info?
Not that I know of.
To everyone having trouble with pxMids not being in the right place: Make a new level. The first dialog box that comes up has other stuff you can change than the level size, I belive it has to do with pixMids and pixBacks. Unfortunately, you can't change it after the fact or even see if it has been changed from the default. I am experimenting with ResEdit to try to change this, but since a crash (caused by stupidity and bad luck), I have been wary.
------------------ "God forbid that India should ever take to industrialism after the manner of the west keeping the world in chains. If (our nation) took to similar economic exploitation, it would strip the world bare like locusts." -- Mahatma Gandhi (url="http://"http://offices.colgate.edu/chemmgt/CHP/n-cancer.html#D")A list of known carcinogens(/url)
(This message has been edited by htjyang. (Edited to remove unnecessary left-wing content.))
That doesn't work. Sorry. Now I feel guilty 'cause I got Karma for that. Hrm. Anyone know the right way to get pixMids to work.
------------------ "God forbid that India should ever take to industrialism after the manner of the west keeping the world in chains. If (our nation) took to similar economic exploitation, it would strip the world bare like locusts." -- Mahatma Gandhi "Anyone who can worship a trinity and insist that his religion is a monotheism can believe anything-just give him time to rationalize it."-Robert A. Heinlein (This message has been edited by htjyang. (Edited to remove unnecessary left-wing content.))
A question about enemy pipes:
In the sprite info (the second two fields, since the first two have another purpose), could these be used to apply properties to the enemies that come out? For example: how would you get a purple axe goblin out of an enemy pipe? Can you change info field 2/3 to change the enemy's tint?
I think what I'm trying to say is that I'm trying to test it but can't figure it out and need more help.
------------------ Visit The Search for Lezaref Website at (url="http://"http://www.geocities.com/mulletsailors/")www.geocities.com/mulletsailors/(/url)
Originally posted by PCheese: **A question about enemy pipes:
I'll test this and get back to you. Oh, and in your latest beta, nodes 5 and 6 were on the map, but there were no levels 5 and 6.
Originally posted by Bob the Mediocre: **That doesn't work. Sorry. Now I feel guilty 'cause I got Karma for that. Hrm. Anyone know the right way to get pixMids to work. **
No...you didn't. You get karma every so often for consistently being willing to help. Doesn't matter if you got this particular one right or not. Silly.
---Zelda
------------------ I am your Fairy Godmoderator.
Hey, if you're in love with someone, then you have every right to completely screw up their life.--cynical me!
Originally posted by Zelda: **No...you didn't. You get karma every so often for consistently being willing to help. Doesn't matter if you got this particular one right or not. Silly.
Ahh. OK. Thanks.
About enemy pipes, the third and fourth fields do control the enemy's toughness, like the info. fields do, but for some reason they don't change the color.