Anyone have trouble digging the dungeons created by the editor?
I have quest in tifiles format, loading in classic99 (using the DSK0. feature) and digging works just fine.
I load quest into Fritz' TodEditor, and just save it with a simple description change, it becomes a v9t9 file.
Then going into TOD, digging a dungeon appears to hang. just plays the music forever.
I have to say, it was working just fine at the beginning of the day. I feel like I must have changed something in Classic99. Any ideas?
I have a 'Forest of Ruins' crawl, tod-edited up and almost ready to share. I just need to be able to test it
Anyway, I guess I'll try Mess, and also resetting? Classic99.
Regarding the editor. !!! It's really nice!!! great job. I've made some player graphics I really like.
Fritz, if you like adding features, here are some suggestions:
- for 'firing' and 'spinner' graphics, show the set of images on the screen at the same time. Would reduce the 'draw, draw, draw, save, previous, next, draw, previous, next, draw, previous, previous, next, next, next, next.
- for working on the dungeon level environment colors, it would be cool to be able to copy the scheme from lower or higher levels. What I was going for was a progressive motif, so I wanted a lot in common with the previous layer...
I also had some questions about the meaning of a few things... or the gameplay that results... For quest setup, if a player creates a 3 level dungeon, but the quests are all setup to trigger on level 10, does that mean they all trigger on the lowest dungeon? 3, in this case?
If the level is spread out, such as quests on floor 7, 8, 9, & 10, and a player runs a 6 level dungeon, do they just shift up? Does it squash nicely too then?
And what is the meaning of the time field? what are the units of that time field?
And if this was all written down in some file I failed to read, that is a great answer too
And what is super awesome, is that ( once I figure out my technical difficulty ), I've done this morning, what I failed to complete in an entire summer 30 years ago
The Save-As has been corrected, it was a bug with saving TI-Header files only.
The spinner graphic, I can only get 1 screen at a time, but there is only 5 - I have been working on
Copy and Paste routines for all graphics to make it a bit easier.(Try it w/Asgard editor...LOL)
Copying the Level color schemes is a great idea...TY
If any quest is set to a higher level than built, they all go to the highest level created. IE: quests on '6,7,8,9,10' - and you
build a 7 level game. Then 6 will be on 6,-- 7,8,9,10 will be on 7. The module does this.
Time, is the amount of time before the quest is Destroyed! (Its in the manual, for every 10 moves(in the halls), time drops by 1.)
I haven't written a Help file yet, but need to.
Anyway, another question? Why do scrolls have two images? and only the top half of the 1st image in the editor seems to show up in game. ? I'm guessing for expediency, the odd sized items are just still edited in the 16x16 pixel editor, and we just need to consult 'quest' for a reference as to what parts are useful, is that correct?
Scrolls, there are 20 total, the normal scroll is the top half of the screen(8x16). You can now have a scroll that is double that(16x16)
You can also use both half's separately(top 8x16 for scrolls 1-5) and then (bottom half 8x16 for scrolls 6-10) for instance.
There now is a 2nd magenta scroll graphic. You can do the same for this graphic too, so you can have 4 different 8x16 scrolls to use,
or 2 half's and 1 large, if you want.
The scroll images are controlled on the 'Misc Setup' screen under 'Items Setup'.
The "1 normal U" means, 1st graphic(green) Upper half.( L means lower half.)
The "2 Large" means, 2nd(magenta) graphic, full size 16x16
You can also now have the Lantern, Potion and Money graphics different as well.
These 3 can be altered also, the money for instance can be 'Normal 8x8' '2 High 16x8' or '2 Wide 8x16' just to give more versatility.
Edited by Fritz442, Mon Jul 27, 2015 7:00 PM.