Search found 559 matches
- Sun May 12, 2024 7:45 am
- Forum: Other
- Topic: Dungeon master space !
- Replies: 70
- Views: 52002
Re: Dungeon master space !
It is great to see someone working on such projects, thanks Dadoomars ! Fixed functions to adapt the game to computer or smartphone screen... I want to test more about your game however the screen issue is quite bothering me : on computer, I can't get full screen and I did not see the interface to c...
- Sun Mar 10, 2024 11:46 pm
- Forum: Creative Endeavours
- Topic: Dungeon Master II VGM Cover
- Replies: 4
- Views: 1924
Re: Dungeon Master II VGM Cover
Right on schedule ! (almost...) I thought I could have done something much more orchestral, but after listening to the original many times, it felt right to retain its primarily piano essence. That allowed me to link with some other DM2 music parts and get orchestration more subtly. I hope you'll li...
- Sun Mar 10, 2024 11:35 pm
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master Music
- Replies: 50
- Views: 22313
Re: Dungeon Master Music
A step aside into DM2 : Endless Endless Rain.
Because one loop of this music is not enough
Because one loop of this music is not enough
- Sun Mar 03, 2024 11:02 am
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Working on a new Data Viewer like ADGE
- Replies: 32
- Views: 1698
Re: Working on a new Data Viewer like ADGE
Regarding random ornaments on floors and walls, you can check function F0170_DUNGEON_GetRandomOrnamentOrdinal (both its content, and where it is called from). This is all in file DUNGEON.C in the ReDMCSB source code. Thanks for the info, I have checked this code is also existing in DM2, but for som...
- Sat Mar 02, 2024 2:40 pm
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Working on a new Data Viewer like ADGE
- Replies: 32
- Views: 1698
Re: Working on a new Data Viewer like ADGE
What is the location of that fountain ?
- Sat Mar 02, 2024 8:59 am
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Working on a new Data Viewer like ADGE
- Replies: 32
- Views: 1698
Re: Working on a new Data Viewer like ADGE
Wall ornates and Floor ornates work the same. There are either "randomly" set (from the random ornament count list) or "explicitly" set using actuator/sensor objects through the gfx id within. So if you have: RandomWallOrnamentCount: 4 WallOrnamentCount: 14 only the first 4 ornat...
- Sun Feb 18, 2024 9:19 pm
- Forum: Creative Endeavours
- Topic: Dungeon Master II VGM Cover
- Replies: 4
- Views: 1924
Re: Dungeon Master II VGM Cover
Definitively working on it ! I think I can have it done in one week or so.
- Thu Feb 01, 2024 11:58 am
- Forum: Creative Endeavours
- Topic: Dungeon Master II VGM Cover
- Replies: 4
- Views: 1924
Re: Dungeon Master II VGM Cover
That is a nice rendition you've done ! It would fit to play this back at a tavern after a busy day of exploration at Skullkeep surroundings Good selection of champions !
I know there are other remakes of "Endless Rain" out there; I will probably do one myself some day ...
I know there are other remakes of "Endless Rain" out there; I will probably do one myself some day ...
- Thu Jan 25, 2024 7:56 pm
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Amiga editor for Dungeon Master/CSB available
- Replies: 7
- Views: 1112
Re: Amiga editor for Dungeon Master/CSB available
You'll find the main load function in SkWinCore.cpp GAME_LOAD(). Basically, the DM2 dungeon structure is like a DM1 dungeon.dat. Savegame is : some header, then dungeon.dat, then global variables and data tables (ingame flags, party info, spell effects, timers). While the dungeon.dat is the same str...
- Sun Dec 31, 2023 11:54 pm
- Forum: Creative Endeavours
- Topic: Dungeon Entrance wallpapers
- Replies: 20
- Views: 15401
Re: Dungeon Entrance wallpapers
... I think this game is MSB : Midjourney Strikes Back.
- Sun Nov 26, 2023 10:31 am
- Forum: Creative Endeavours
- Topic: Dungeon Master Construction Kit (working title)
- Replies: 25
- Views: 13682
Re: Dungeon Master Construction Kit (working title)
For the current status: im still thinking about the placement of the objects on floor and how i store them in memory. at first i did some array with ne/se/sw/nw. but im afraid this will make thinks on mobile awful. (assuming 4* 4bytes * 32 * 32 = 16kb of Zeros per level). Have you figured out somet...
- Sun Sep 24, 2023 7:20 am
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Technical Questions to the Game
- Replies: 42
- Views: 68928
Re: Technical Questions to the Game
The thing is, my code works like a popup card :lol: I think I was not following correctly your issue on that one. So now you have to write the manager code for these pink / blue / red / green balloons :wink: At some point, even for OO, some logic has to be coded, isn't it ? at least prepare some pa...
- Sat Sep 23, 2023 7:18 pm
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Technical Questions to the Game
- Replies: 42
- Views: 68928
Re: Technical Questions to the Game
Im facing south, so all NE, NW are front and SE and SW are back, when im facing EAST -> SW and NW are front and SE/NE are back. This is something where i think i need modulo or? Ah yes. Considering your display viewport and viewer facing, yes, there is array transposition and modulo involved depend...
- Fri Sep 22, 2023 9:35 am
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Technical Questions to the Game
- Replies: 42
- Views: 68928
Re: Technical Questions to the Game
Thanks for all these examples Cycl0ne, that's a good insight. I would definitively try more of these -- that might even help some works on DCS or SKWin .. @Sphenx: Can you give me please a peek into your flooritems calc/draw routine? ;-) im sitting here with paper and doing all stuff to convert my e...
- Fri Sep 22, 2023 7:26 am
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Technical Questions to the Game
- Replies: 42
- Views: 68928
Re: Technical Questions to the Game
Have you ever thought putting parts of code into an AI and convert it to more readable C code? (Uhuh, knowing where it does come from, Christophe is crazier than your common AI :D) Not wanting to be off-topic, but are there AI that perform reverse engineering ? or somehow interpret/cleanup a whole ...
- Thu Sep 14, 2023 10:33 pm
- Forum: Creative Endeavours
- Topic: Dungeon Master Construction Kit (working title)
- Replies: 25
- Views: 13682
Re: Dungeon Master Construction Kit (working title)
Ah I was not focusing on procedural vs OO differences but rather on functional way of handling stuff.
I do get that; my own engine DCS is OO too.
I just wanted to get you to think about how you will handle the sensors and theirs actions.
What happen to a defined sensor that targets an empty tile ?
I do get that; my own engine DCS is OO too.
I just wanted to get you to think about how you will handle the sensors and theirs actions.
What happen to a defined sensor that targets an empty tile ?
- Wed Sep 13, 2023 3:59 pm
- Forum: Creative Endeavours
- Topic: Dungeon Master Construction Kit (working title)
- Replies: 25
- Views: 13682
Re: Dungeon Master Construction Kit (working title)
Sensors ? that sounds weird to me after all these years :) yes, but here is already the difference between my version and DM. the whole dungeon is in the logic part of the game. so moving player, mobs, doing something, doors opening etc. is all handled by the logic part, wihtout anything doing in th...
- Wed Sep 13, 2023 12:56 pm
- Forum: Creative Endeavours
- Topic: Dungeon Master Construction Kit (working title)
- Replies: 25
- Views: 13682
Re: Dungeon Master Construction Kit (working title)
You can have several passes to get first the UID and location of all actuators, then set the targets by referencing these UID. Anyway, internally we always need UID for these objects. The activation method is different. Personally for DCS I have kept the DM behaviour, that is sending a message to a ...
- Wed Sep 13, 2023 11:56 am
- Forum: Creative Endeavours
- Topic: Dungeon Master Construction Kit (working title)
- Replies: 25
- Views: 13682
Re: Dungeon Master Construction Kit (working title)
OK I see now; the flashy color is certainly for transparency. I think its index is normally defined in the binary data of the image ? About the actuators, I am not sure to understand very well by "unique ID"; do you mean having several times an activator with the same ID ? (a duplicate one...
- Tue Sep 12, 2023 11:26 pm
- Forum: Creative Endeavours
- Topic: Dungeon Master Construction Kit (working title)
- Replies: 25
- Views: 13682
Re: Dungeon Master Construction Kit (working title)
You lost me, what precise # asset is this ? inventory or menu panels ?
- Mon Sep 11, 2023 11:52 pm
- Forum: Creative Endeavours
- Topic: Dungeon Master Construction Kit (working title)
- Replies: 25
- Views: 13682
Re: Dungeon Master Construction Kit (working title)
Done till last stairs. Though I am more used to numpad for moving around. -> biggest Issues i can forsee: the items on floor/touching them moving them around etc., still thinking about how i can solve this. Predefined rectangles coordinates/dimensions tell the different clicking zones; and you would...
- Mon Sep 11, 2023 7:26 am
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Technical Questions to the Game
- Replies: 42
- Views: 68928
Re: Technical Questions to the Game
I think not, unless someone builds a PC graphics.dat using 3.6 data.
- Sun Sep 10, 2023 11:53 pm
- Forum: Creative Endeavours
- Topic: SPX:Dungeon Crawler System for DM
- Replies: 50
- Views: 52039
Re: SPX:Dungeon Crawler System for DM
Thanks! (you got it). Yes, there is a plan to release the code at some point. But I would like to reach 2 steps before : 1 is to complete at least a fully playable DM dungeon, and 2 is to clean up the code ... this can be really messy as it is built over 20 years of code here and there ... Working w...
- Sat Sep 09, 2023 10:54 pm
- Forum: Editors and Tools (DMute, DM Builder, ADGE, etc.)
- Topic: Technical Questions to the Game
- Replies: 42
- Views: 68928
Re: Technical Questions to the Game
What i get: https://www.dropbox.com/scl/fi/lqcy8zm0fcxz6xwio7s5j/dm.png?rlkey=bd3e11xrdys0gln7smj1l3z2t&raw=1 Adge: https://www.dropbox.com/scl/fi/uvf2w1fk28uamy1iu4f81/dm_adge.png?rlkey=f4wq5r565qejhfrz7s1kven5s&raw=1 from my memories ages ago i would say it looked more like the adge versi...
- Tue Sep 05, 2023 6:13 pm
- Forum: Creative Endeavours
- Topic: Dungeon Entrance wallpapers
- Replies: 20
- Views: 15401
Re: Dungeon Entrance wallpapers
I like the most Black Crypt, Sewers of Waterdeep and of course the last one ! That could be very well the entrance for a new Dungeon Master adventure !
Personally I find these generators really interesting to boost inspiration.
Personally I find these generators really interesting to boost inspiration.
- Tue Sep 05, 2023 10:50 am
- Forum: Dungeon Master (DM)
- Topic: Dungeon Master ... Again!
- Replies: 20
- Views: 13237
Re: Dungeon Master ... Again!
Some news here. "If you can't convert DM1 dungeon to DM2 ... then convert DM2 engine for DM1". As original DM2 is missing code for several actuators used in native DM1 dungeon, it appears difficult to figure out how to fully convert DM1 dungeon for DM2 engine and I'm still not sure if it i...
- Sun Aug 06, 2023 2:11 pm
- Forum: Other
- Topic: Dungeon Master II - Temple of Ra (Concept)
- Replies: 4
- Views: 3049
Re: Dungeon Master II - Temple of Ra (Concept)
https://dmbuilder.sphenxmusics.fr/dm2/images/TempleOfRa_20230806a.PNG I made some adjustments because a nasty creature/item stack was corrupting the savegames which could not load back ... Fixed now. I also now have a better control of wall texts / scroll texts and added back information and contex...
- Fri Jul 07, 2023 8:24 am
- Forum: Other
- Topic: Dungeon Master II - Temple of Ra (Concept)
- Replies: 4
- Views: 3049
Re: Dungeon Master II - Temple of Ra (Concept)
https://dmbuilder.sphenxmusics.fr/dm2/images/TempleOfRa_20230703a.PNG You can download the "dungeon" here : Temple of Ra (Concept) Just have in mind that this is a work-in-progress dungeon that I use to understand better DM2 mechanisms; hence there is stuff not working as expecting or beh...
- Sun Jul 02, 2023 5:50 pm
- Forum: Other
- Topic: Dungeon Master II - Temple of Ra (Concept)
- Replies: 4
- Views: 3049
Dungeon Master II - Temple of Ra (Concept)
I have ideas for DM2 custom dungeons since many years, but never got really far with these. Following my recent works on DCS/DM/DM2, I finally decided to make a step forward and develop some of these ideas. I wanted to explore more of the areas surrounding Skullkeep and imagined the Temple of Ra tha...
- Wed Jun 28, 2023 12:21 pm
- Forum: Chaos Strikes Back (CSB)
- Topic: New strategy for defeating Mongor discovered?
- Replies: 7
- Views: 5890
Re: New strategy for defeating Mongor discovered?
9,20,23 goes to 9,19,24.
9,27,35 goes into a wall at 7,30,21
9,27,35 goes into a wall at 7,30,21