Search found 3905 matches
- Thu Apr 08, 2021 11:18 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed in 0.79) [0.78] Multiple protections display broken
- Replies: 4
- Views: 3102
Re: [0.78] Multiple protections display broken
They're both still being drawn. The problem is the order is no longer defined, and it seems to draw Ya-Ir on top, which completely obscures Ful-Bro-Neta. I'll specify the draw order in 0.79. (By the way, the underlying C code hardly changed at all. The table stuff is all implemented in Lua, and is r...
- Thu Apr 01, 2021 7:35 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: [April Fool's] Introducing GorCoin!
- Replies: 4
- Views: 4061
[April Fool's] Introducing GorCoin!
GorCoin is a brand new cryptocurrency that you can mine right from inside DSB at the same time as you play! It's not like the game itself actually puts your GPU to use, so why not use it for something? In case you've been out of the loop, cryptocurrency's ability to both make transactions much easie...
- Fri Mar 26, 2021 10:43 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) I see dead people... hauling stuff
- Replies: 8
- Views: 5199
Re: (fixed) I see dead people... hauling stuff
In ESB, under ESB Options, there is a checkbox for "End game if whole party removed." If the box is unchecked and the entire party is removed, you will revert to ghost mode. If it is checked, you'll go to the "The End" screen. (As of 0.79 it's impossible to select a dead characte...
- Tue Mar 23, 2021 6:30 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed) I see dead people... hauling stuff
- Replies: 8
- Views: 5199
Re: (fixed) I see dead people... hauling stuff
Now I almost feel bad about fixing this.
- Wed Dec 09, 2020 8:16 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.78
- Replies: 15
- Views: 10325
Re: DSB Version 0.78
My development PC runs Windows 10 so it should work fine!
- Tue Dec 08, 2020 8:16 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
I can't reproduce that. What exactly were you doing? What error is produced when it crashes?
- Tue Dec 08, 2020 2:53 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
No, not really. In standard Lua you'd use os.date or os.time but DSB doesn't enable the OS or IO libraries for security reasons.
- Wed Nov 25, 2020 3:31 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
Solved it! In DSB 0.79+, if you return true from sys_render_other , then the currently rendered UI bitmap will be given top priority for that frame, which will allow objzones on that bitmap to work even if it's overlaying a dungeon clickzone. That should allow your objzone-based pop up chest interfa...
- Tue Nov 24, 2020 7:05 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
Ok, I see what's going on. Standard DSB doesn't respond to a clickable flooritem in the same tile as the party, because that normally just never happens, so the click is always just sent to the standard clickzone for dropping items on the floor instead. If you click the flooritem outside of that zon...
- Tue Nov 24, 2020 12:26 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
There aren't multiple UI elements, it's all very discrete. I was talking specifically about objzones, and how you have gui_info.stats , gui_info.inventory , gui_info.poisoned , and gui_info.dungeon_overlay all defined and taking up the same space on the screen. Only one of these will receive clicks...
- Mon Nov 23, 2020 8:14 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
Objzone clickzones in the main viewport have a couple of significant problems due to the way DSB handles clickzones. DSB creates all of the necessary clickzones for the game's UI, and also creates big "meta-clickzones" for any UI elements rendered by Lua. The Lua code (either the base code...
- Fri Nov 20, 2020 3:17 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
That isn't how they're "supposed" to work so your mileage may vary.
- Wed Nov 18, 2020 8:54 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
If you return true from the arch's on_click function, then DSB won't allow the item to be picked up. This may work for you, but remember that to DSB it's still an item, so it'll still activate triggers, get grabbed by teleporters, and other things you may not want a decoration to do.
- Fri Nov 13, 2020 9:37 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.78
- Replies: 15
- Views: 10325
Re: DSB Version 0.78
If you've invoked DSB via ESB, you can move the "current position" around in ESB and your position in DSB will jump around accordingly.
- Thu Nov 12, 2020 10:15 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.78
- Replies: 15
- Views: 10325
Re: DSB Version 0.78
Ok, thanks, I could reproduce it this time and it was actually a symptom of a pretty serious problem with the message queues. I've replaced the DSB 0.78 download, so please download it again to get the fix. Your old code should work fine now.
- Wed Nov 11, 2020 11:54 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.78
- Replies: 15
- Views: 10325
Re: DSB Version 0.78
I just tested, and multidraw wallitems can still send destroy messages to other multidraw wallitems on the same tile, and the targeted item is indeed destroyed. So I'm not sure what was going wrong but it's not that. So, yeah, I don't know either. Let me know if you run into a reproducible issue, th...
- Wed Nov 11, 2020 11:23 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Alpha not respected in previously working utility function (0.78)
- Replies: 3
- Views: 2434
Re: Alpha not respected in previously working utility function (0.78)
You need to dsb_bitmap_clear_alpha the bitmap to assert that you want to use an alpha channel and what the base alpha value for unmodified pixels should be. It worked before because DSB tried to be "smart," but as you saw, sometimes it made the wrong assumptions and everything got messed u...
- Wed Nov 11, 2020 10:48 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.78
- Replies: 15
- Views: 10325
Re: DSB Version 0.78
I don't know what you mean by that. The only thing I changed was how multidraw wallitems handle clickzones.
- Wed Nov 11, 2020 6:38 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
Yes, dsb_get_alt_wallset.
Code: Select all
local ws_name = dsb_get_alt_wallset(lev, x, y, tile)
- Wed Nov 11, 2020 1:03 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed in 0.78) sys_render_other rendering woes. (0.77)
- Replies: 3
- Views: 2603
Re: sys_render_other rendering woes. (0.77)
If you're using 0.78 and up, if you change bitmap_clear_alpha to wrap dsb_bitmap_clear_alpha your code shouldn't need any modification.
Code: Select all
function bitmap_clear_alpha(bmp, color)
dsb_bitmap_clear_alpha(bmp, color)
end
- Wed Nov 11, 2020 12:56 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.78
- Replies: 15
- Views: 10325
DSB Version 0.78
What's new: - Added on_see_party event when a monster spots the party - Added on_frighten event when a monster is scared away - Added support for custom damage types to be shown via damage popup - Added other_side graphics for flooritems and flooruprights - Added volume control (via vol exvar) to am...
- Sat Nov 07, 2020 1:09 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: (done) Window spell mask
- Replies: 15
- Views: 6735
Re: (done) Window spell mask
Ok, I figured out what was up with your images. DSB creates the hole in the wall by first drawing the wall to a separate bitmap, and then it draws the hole onto the wall. Transparent pixels in the hole are masked via whatever means the image uses-- in DM, this is color index 0 for an 8-bit image, bu...
- Fri Nov 06, 2020 9:13 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (done) Window spell mask
- Replies: 15
- Views: 6735
Re: (done) Window spell mask
The edge weirdness is because your image is a nonstandard size and DSB isn't accounting for that. I'll fix that.
The black not being transparent and the hole not being created in the wall seems like there's something wrong with your images. Are they included in the archive you sent me?
The black not being transparent and the hole not being created in the wall seems like there's something wrong with your images. Are they included in the archive you sent me?
- Thu Nov 05, 2020 9:02 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (done) Window spell mask
- Replies: 15
- Views: 6735
Re: (done) Window spell mask
It uses a 4 bit bitmap because it's straight from DM, but you can use an 8 bit bitmap also and it'll still work. Color 0 is the transparent portion and power pink is the "hole" in the wall. As noted above, this means there's no support for alpha channels. DM's graphics don't need it, and i...
- Thu Nov 05, 2020 8:42 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Questions about DSB/ESB
- Replies: 433
- Views: 1577720
Re: Questions about DSB/ESB
When DSB is in "draw one wallitem per wall" mode, a click on any wallitem propagates click messages to any other wallitems on the same wall. Normally that's what you want, but if you're using multidraw , then you have two wallitems (and thus two clickzones) being drawn, so the weirdness yo...
- Thu Nov 05, 2020 8:35 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (done) Window spell mask
- Replies: 15
- Views: 6735
Re: (done) Window spell mask
In your call to dsb_make_wallset_ext pass a table including the two bitmaps rather than the single "hole" bitmap. The first entry in the table is the hole, the second is the glow to add to the viewport.
- Mon Nov 02, 2020 9:46 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: (fixed in 0.78) sys_render_other rendering woes. (0.77)
- Replies: 3
- Views: 2603
Re: sys_render_other rendering woes. (0.77)
Ok, so! Two things! First, the text had so many problems because text was always drawn with an alpha of 0. This isn't a problem with powerpink-based bitmaps (since alpha is ignored) but of course it causes problems if you're trying to draw onto a bitmap with alpha channels. Allegro 4 unfortunately c...
- Sun Nov 01, 2020 7:29 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.77
- Replies: 10
- Views: 4870
Re: DSB Version 0.77
I don't know either! Can you send me your dungeon?
If something needs to be fixed I'd rather be able to include the fix in 0.78.
If something needs to be fixed I'd rather be able to include the fix in 0.78.
- Sun Nov 01, 2020 7:07 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.77
- Replies: 10
- Views: 4870
Re: DSB Version 0.77
I didn't change dsb_current_inventory and it works fine for me, so something else must be wrong. I tested with both the 0.78 WIP and the distributed version of DSB 0.77 and they both worked fine.
- Sat Oct 31, 2020 8:19 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.77
- Replies: 10
- Views: 4870
Re: DSB Version 0.77
Can you be more specific what "stopped working" entails?
Also, are you adding to the info tables or have you completely redefined them?
Also, are you adding to the info tables or have you completely redefined them?