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Messages - TheBear

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1
Modding / Re: Naija start position
« on: February 23, 2012, 01:01:02 am »
Create a node in the map called "naijastart" and naija will spawn at the location on load. Tons of great info on the wiki: http://aquariawiki.ryanballantyne.name/wiki/index.php/Main_Page

2
Modding / Re: MODS LIST
« on: April 30, 2011, 05:50:17 am »
Inn of the Dancing Sea Dragon
I've created a very short casual adventure game that follows a Druniad named Hazel who runs the Inn of the Dancing Sea Dragon. Currently there are only three puzzles with supplementary linear dialogue trees but this was only meant to be a prototype.

Download
http://dl.dropbox.com/u/3175096/DancingSeaDragon_v1.0.zip

Thread
http://www.bit-blot.com/forum/index.php?topic=4154.0

3
Modding / Re: Inn of the Dancing Sea Dragon
« on: April 30, 2011, 05:47:40 am »
Glad to read you enjoyed it! Thanks for pointing out the double negative; I've uploaded that fix.  For the spot the difference puzzle I was planning on implementing the standard feedback system which is to "fix" the item on the left. Instead of removing the item you find (what it does now) it puts that item back into its correct place (what is  shown on the right). It seemed like a pain to code at the time but I just thought of an easy way to do it after looking through my code again. I'll try to get around to it.

4
Modding / Re: Inn of the Dancing Sea Dragon
« on: April 18, 2011, 12:43:35 am »
FrancesF took the time to make an awesome looking damaged version of the turtle's shell. Once Hazel fixes her shell the graphic changes.


5
Modding / Re: Inn of the Dancing Sea Dragon
« on: April 17, 2011, 12:59:47 am »
The treasure chest is locked so you have to use the key in your inventory to open it. If this were more than a prototype I would have spent more time on expanding the hint and feedback system.

6
Modding / Inn of the Dancing Sea Dragon
« on: April 13, 2011, 05:23:50 am »
Short Version
I've created a very short casual adventure game that follows a Druniad named Hazel who runs the Inn of the Dancing Sea Dragon. Currently there are only three puzzles with supplementary linear dialogue trees but this was only meant to be a prototype.

More Information
I'm in the very early stages of attempting to make a commercial casual/classic adventure game. I've been looking at a bunch of engines to work in and have become attached to the Monocle engine as it shares a lot in common with Aquaria (Alec's working on it). Monocle still has a ways to go so I decided to prototype some adventure stuff to see what I could get working. I was playtesting with random images from Google for a while before I came to the conclusion that I may as well use the Aquaria art. That of course then led me to making that prototype into something playable which is why you see this post. I guess it kind of makes sense as before Sacrifice grew into something much bigger it was originally intended to be a more casual experience of Aquaria.

Download
http://dl.dropbox.com/u/3175096/DancingSeaDragon_v1.0.zip

Screenshots
   

Video Walkthrough
http://www.youtube.com/watch?v=dvCjwdYrEE4

7
Modding / Re: Creating a new mod–here are a few questions
« on: April 12, 2011, 12:50:27 am »
Make sure you have the actual LUA files for the collectible nodes in your MOD. You have to manually copy them all over as Aquaria doesn't look for node files in the vanilla directory. I did some custom stuff with the collectibletemplate.lua file in Sacrifice to move the items based on where the story is but I don't think you need that file. Let me know how it goes.

8
Modding / Re: Aquaria: Sacrifice v1.1
« on: March 07, 2011, 09:26:17 am »
Hey JannieE! False.Genesis is correct that bug is because you are using a very old version of Aquaria.

9
Modding / Re: Aquaria: Sacrifice v1.1
« on: February 16, 2011, 06:19:37 am »
Thanks Sindhi! Upgrading from v1.03 will fix a ton of bugs as well as give you a mini map, a new map, and the arena system.

10
Modding / Re: Aquaria: Sacrifice v1.1
« on: February 14, 2011, 04:59:29 pm »
I didn't save copies of each version so all I have is the most recent version which is 1.12. Are you running into problems using the most recent version?

11
Modding / Re: Aquaria: Sacrifice v1.1
« on: January 15, 2011, 04:36:07 am »
Hmm... well that's no good! Thought I had the code setup that way as the chat bubble doesn't display until after the priestess encounter. Looks like when I changed the dialogue tree code I forgot to change a "base" setting for Drask. I've fixed the problem and uploaded v1.12 to ModDB. Thanks for pointing this out!

12
Modding / Re: Quick travel mod?
« on: June 07, 2010, 11:12:10 pm »
You'd probably want to create a drop down menu and then just have a bunch of nodes you could click on to warp to different save crystals. Feel free to look at and use any of the menu code I did for Sacrifice. If you want I can create a simple version that you could expand on.

13
Modding / Re: Aquaria: Sacrifice v1.1
« on: June 06, 2010, 05:42:47 am »
Your save will be fine.

14
Modding / Re: Aquaria: Sacrifice v1.1
« on: June 04, 2010, 10:44:15 pm »
A couple fixes brought to my attention with the additional content in patch v1.1.

http://www.moddb.com/mods/sacrifice/downloads/sacrifice
- boss rush map against forest goddess now loads Elena into the map properly (node missing so being spawned in void)
- orb holder properly activates laser beam on energy god boss rush map (script for special orb holder missing)
- save crystal can no longer be accessed while riding Fedor

15
Modding / Re: Aquaria: Sacrifice v1.1
« on: May 31, 2010, 05:34:33 am »
Thanks for the help JockeTF. The file will be updated on ModDB once it is approved.

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