The other thing was using things like the polygon lasso tool with antialiasing turned off.
Ah, cunning. That'll probably be the thing for me. I'm creating images elsewhere, bringing them into Photoshop, editing them, and getting stuck at that point, so i imagine the lasso will be the thing to go ...
Search found 31 matches
- Wed Nov 10, 2004 6:03 pm
- Forum: Creative Endeavours
- Topic: Any tips on graphic creation?
- Replies: 8
- Views: 3893
- Wed Nov 10, 2004 12:06 pm
- Forum: Creative Endeavours
- Topic: Any tips on graphic creation?
- Replies: 8
- Views: 3893
Any tips on graphic creation?
So here's the thing. I'm using Photoshop 6.0 to put DM graphics together. The problem is that photoshop, by default, will fuzz up the edges of selections etc. meaning that when I convert to bitmap with the obligatory 255000255 background, it leads to a purple fuzz around the edges of my graphic in ...
- Wed Oct 13, 2004 4:07 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
Thanks again for the quick replies. One more:
23. Is damage a function of weapon weight, fully or partially? Is there a difference between how thrown damage and melee damage is calculated with regard to the effect of weight? Would a zero weight weapon do any damage at all? Is there any reason why ...
23. Is damage a function of weapon weight, fully or partially? Is there a difference between how thrown damage and melee damage is calculated with regard to the effect of weight? Would a zero weight weapon do any damage at all? Is there any reason why ...
- Tue Oct 12, 2004 2:29 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
- Fri Oct 08, 2004 3:26 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
The thread you thought was dead - resurrected!
12. Is there a (hidden) active/inactive state for triggers? Can I set a trigger to deactivate and expect it to not work?
13. Assuming the answer to #12 is yes/yes, do triggers (and more to the point, switches) become invisible when deactivated?
14. If you have a teleporter on top of a pit, will ...
13. Assuming the answer to #12 is yes/yes, do triggers (and more to the point, switches) become invisible when deactivated?
14. If you have a teleporter on top of a pit, will ...
- Wed Oct 06, 2004 2:31 pm
- Forum: RTC Archive
- Topic: GAME : Shooting with crossbow without ammo in hand
- Replies: 11
- Views: 2792
What, you've never played through the whole of CSB with a single, one-legged character, wielding only a crossbow? In the dark? While you, the player, have one foot sealed into a container full of already fairly annoyed wasps that are being played "The Essential Barbera Streisand" over and over again ...
- Tue Oct 05, 2004 3:25 pm
- Forum: RTC Archive
- Topic: GAME : Shooting with crossbow without ammo in hand
- Replies: 11
- Views: 2792
It'd be nice if you had an option that you could toggle on and off on the character screen (or, failing that, in the config), though, whereby either hand would automatically reload if emptied for some reason and something appropriate was in the quiver. It'd make arrow-collecting marginally less of a ...
- Sat Oct 02, 2004 6:45 pm
- Forum: Links and Questions & Answers
- Topic: What do you like?
- Replies: 23
- Views: 7952
- Thu Sep 30, 2004 6:27 pm
- Forum: Links and Questions & Answers
- Topic: What do you like?
- Replies: 23
- Views: 7952
- Thu Sep 30, 2004 6:13 pm
- Forum: RTC Editing
- Topic: Critical problem with RTC dungeon
- Replies: 24
- Views: 5483
Just found another good way to produce this error (as detailed in the original post). I tried to clone a chest and reduce its weight (for parties of 1 or 2 to ameliorate the general carrying capacity problem). Good old RTC.DoFrame(int 7);
This is especially fun when your main technique for tracking ...
This is especially fun when your main technique for tracking ...
- Thu Sep 30, 2004 4:56 pm
- Forum: Links and Questions & Answers
- Topic: What do you like?
- Replies: 23
- Views: 7952
Thanks very much to everyone who's answered; I have, and will continue to, modify my dungeon-creation style based on the excellent responses that I've received here (and I've also learned a new word). I was getting to a point at which I wasn't sure what I was doing any more - I'd already spread my ...
- Mon Sep 27, 2004 6:26 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
- Mon Sep 27, 2004 3:27 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
- Mon Sep 27, 2004 1:57 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
Re #9: but in terms of the numbers specifically - is there a rule of thumb whereby you can say "this door can be broken by an ee fireball but not an on one because it has fire:x"? (I'm happy to work it out myself if need be, I was just wondering if there was a simple rule to it).
Re #10: Again, is ...
Re #10: Again, is ...
- Mon Sep 27, 2004 1:18 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
- Mon Sep 27, 2004 12:36 pm
- Forum: Links and Questions & Answers
- Topic: What do you like?
- Replies: 23
- Views: 7952
What do you like?
Linear style (as DM)
Open-ended style (as CSB)
Logic puzzles
Find the item to progress puzzles (being prepared to visit every corner of the dungeon to find a key in the shape of a vexirk's thingy or whatever)
Movement/timing puzzles (basic ninja stuff)
Other puzzles (word/math/right item in the ...
Open-ended style (as CSB)
Logic puzzles
Find the item to progress puzzles (being prepared to visit every corner of the dungeon to find a key in the shape of a vexirk's thingy or whatever)
Movement/timing puzzles (basic ninja stuff)
Other puzzles (word/math/right item in the ...
- Mon Sep 27, 2004 12:17 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
- Mon Sep 27, 2004 11:28 am
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
This is good to know (especially about the shields).
One problem that I've found with changing graphics is that it works fine, but then doesn't hold if you save from the editor (so the editor doesn't recognise it at all). I've added it to my list of "things to do before publishing" list, right in ...
One problem that I've found with changing graphics is that it works fine, but then doesn't hold if you save from the editor (so the editor doesn't recognise it at all). I've added it to my list of "things to do before publishing" list, right in ...
- Fri Sep 24, 2004 7:23 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
- Fri Sep 24, 2004 6:40 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
Thanks for the quick response.
Re #1. Can the party/monster move out of the wall, or are they stuck?
Re #3, I seem to be able to change the icon graphic no problem, and the basic dungeon graphic, BUT the flying graphics aren't taking hold. It'll happily go through the process in the editor but won ...
Re #1. Can the party/monster move out of the wall, or are they stuck?
Re #3, I seem to be able to change the icon graphic no problem, and the basic dungeon graphic, BUT the flying graphics aren't taking hold. It'll happily go through the process in the editor but won ...
- Fri Sep 24, 2004 5:48 pm
- Forum: RTC Editing
- Topic: Bunch of quick questions
- Replies: 24
- Views: 6135
Bunch of quick questions
1. What happens if a moveable wall activates on top of the party/a monster?
2. What happens if a monster generator in a confined area runs out of space to generate monsters?
3. Am I right in thinking that you can't yet use custom graphics for objects apart from the icon and the dungeon graphics (I ...
2. What happens if a monster generator in a confined area runs out of space to generate monsters?
3. Am I right in thinking that you can't yet use custom graphics for objects apart from the icon and the dungeon graphics (I ...
- Fri Sep 17, 2004 2:13 pm
- Forum: RTC Editing
- Topic: Critical problem with RTC dungeon
- Replies: 24
- Views: 5483
it should still make sense, though, surely, despite the fact that i've got the specific way that counters work ass backwards? or am i missing something? counters decrease from their count value each time they're activated, and activate on 0 - this is, practically speaking, the same as thinking that ...
- Thu Sep 16, 2004 4:41 pm
- Forum: RTC Editing
- Topic: couple of general questions about rtc editing
- Replies: 2
- Views: 1170
couple of general questions about rtc editing
is there a limit to the number of targets a trigger can affect? i realise that you're stuck with eight in the editor, but editing from notepad, you could add any number. does the engine only recognise the first eight, or can you go crazy and add as many as you want?
on a vaguely related note, is ...
on a vaguely related note, is ...
- Thu Sep 16, 2004 2:37 pm
- Forum: RTC Editing
- Topic: Critical problem with RTC dungeon
- Replies: 24
- Views: 5483
- Thu Sep 16, 2004 11:12 am
- Forum: RTC Editing
- Topic: Critical problem with RTC dungeon
- Replies: 24
- Views: 5483
use of multiple triggers is fine (not to mention common practice); having, for instance, two constant weight FLOORITEM_TRIGGER objects next to each other is not. a creature stepping from one to another will simultaneously send out two conflicting instructions to the target. this was my mistake in ...
- Wed Sep 15, 2004 12:38 pm
- Forum: RTC Editing
- Topic: need advice on triggers & counters
- Replies: 2
- Views: 1341
the counter for the fulya pit counts four corbamites and activates a teleporter when it gets to four. this much i understand about counters. the problem here is that i'm trying to get a constant input to the counter from multiple triggers. i am assuming that if every square that the creatures step ...
- Wed Sep 15, 2004 11:53 am
- Forum: RTC Editing
- Topic: Critical problem with RTC dungeon
- Replies: 24
- Views: 5483
i can certainly reproduce the problem by pointing multiple triggers at the same object (see here ). the editor is generally pretty good about preventing you from pointing a trigger at nothing, but not from pointing two triggers (that may give simultaneous conflicting instructions) at the same thing ...
- Wed Sep 15, 2004 11:43 am
- Forum: RTC Editing
- Topic: need advice on triggers & counters
- Replies: 2
- Views: 1341
need advice on triggers & counters
so here's the thing. i've got an area of eight squares with four monsters on it. the idea is that once all four monsters are dead, a pit in front of the area closes and the party is able to cross over. my original (and ill-conceived) plan was to have the pit closed by default and put a trigger on ...
- Mon Sep 13, 2004 2:26 pm
- Forum: RTC Editing
- Topic: Critical problem with RTC dungeon
- Replies: 24
- Views: 5483
- Fri Sep 10, 2004 3:55 pm
- Forum: RTC Editing
- Topic: Critical problem with RTC dungeon
- Replies: 24
- Views: 5483