Search found 15 matches

by FoxBat
Sat Jun 22, 2002 5:09 am
Forum: RTC Archive
Topic: V0.20
Replies: 1
Views: 849

Maybe not a bug....

but it would be nice if the portrait editor let you change your character's name somehow :wink:

Hopefully you've heard about the random crashings and muddy sound before :P
by FoxBat
Fri Nov 16, 2001 12:14 am
Forum: RTC Archive
Topic: [Done for V0.38] Ranged weapon damage
Replies: 5
Views: 2159

Missile weapon ideas

I just had some ideas on this subject. It would be nice if ninja skills were actually worth something!

One option would be to have larger quiver items like in DM2. You could put it in your hand and fill it up like a chest. Arrows could be fired with a bow and quiver in hand, but that might make the ...
by FoxBat
Fri Nov 09, 2001 4:27 pm
Forum: RTC General
Topic: RTC is great!! (new dm project info too...)
Replies: 10
Views: 4128

Ultima Underworld

That is the only other game that has felt nearly as immersive and frightening as Dungeon Master. It's a good example of how to transfer to full 3D without losing atmosphere, where most other 3D "dungeon crawls" have failed in this aspect...

What you'd need for DM over the UU engine though, is true ...
by FoxBat
Wed Oct 31, 2001 6:36 pm
Forum: RTC General
Topic: What can I say about the load time?
Replies: 4
Views: 1972

Agree

I haven't loaded up RTC in a while: this new version is fantastic. Just saw what the new spell system is all about, framerate is improved, cache loading with aliasing is much much faster. The sound still seems to be lower quality than the Amiga version but I imagine this will be fixed in due time. I ...
by FoxBat
Sat Oct 27, 2001 5:27 pm
Forum: RTC Editing
Topic: What would be really interesting...
Replies: 9
Views: 3117

Power Bars

Amapromptu, the power bars appeared not only on potions but on weapons and armor. It gave you an idea of how strong a weapon or armor was relative to another.
by FoxBat
Mon May 21, 2001 2:49 am
Forum: RTC Archive
Topic: Two-step cheese
Replies: 2
Views: 1614

Two-step cheese

When you're facing one enemy (or one party of enemies) there's a standard trick for going toe-to-toe with many of them while avoiding most of their attacks. It's the two-step cheese, which many are probably familiar with. You attack, sidestep, wait for the monster to move. The monster will first ...
by FoxBat
Sun May 20, 2001 3:49 am
Forum: RTC General
Topic: Thrown Firestaff bug has not been duplicated!
Replies: 8
Views: 3289

Yikes

That CSB problem is quite a problem. You wouldn't *gasp* think of altering the puzzle would you? ;p

The one thing I can think of would be to teleport the items as soon as they hit the floor to an unaccessible tile. (can you stack triggers on a single square like that though?) That way the black ...
by FoxBat
Mon Mar 12, 2001 3:00 am
Forum: Dungeon Master (DM)
Topic: Brandish and War Cry
Replies: 9
Views: 4790

Brandish and War Cry

What are they good for? What do they do? (Aside from improving your priest and fighter levels respectively :P)
by FoxBat
Thu Feb 22, 2001 2:08 pm
Forum: RTC Archive
Topic: Graphics (V0.05)
Replies: 11
Views: 3442

That sounds about right

Loading only what's needed for a level sounds best :P

And good to hear about the wall options...

Heres a Q though, say I wanted to make a "table" that you can set stuff down on, and can throw stuff over, and see the other side, but you can't walk through it. Is this doable with RTC?

And ...
by FoxBat
Wed Feb 21, 2001 12:39 am
Forum: RTC Archive
Topic: Graphics (V0.05)
Replies: 11
Views: 3442

Yeah basically

"It's so much easier (although maybe not quicker) just to splat out a colour onto the screen than to try and deal with different palletes, merging, picking the right one and whatnot."

Absolutely correct, bigger pain to code but some performance gain. I'm just worried about all these 16-bit graphics ...
by FoxBat
Tue Feb 20, 2001 8:06 pm
Forum: RTC Archive
Topic: Graphics (V0.05)
Replies: 11
Views: 3442

Silly me

I was under the impression that the graphics for monsters appearing a square and two squares away from the player were pre-done and then recorded to the DM disk itself. But to fit the game on 1 low-density floppy, FTL probably did have the graphics scaling be done by the software for these farther ...
by FoxBat
Tue Feb 20, 2001 7:16 pm
Forum: RTC Archive
Topic: Better lighting / Wall scaling
Replies: 7
Views: 2779

Bah!

Getting the lighting done right is a an important artistic consideration! It's part of why DM's ancient engine is more atmospheric than DOOM.
by FoxBat
Tue Feb 20, 2001 6:04 pm
Forum: RTC Archive
Topic: Graphics (V0.05)
Replies: 11
Views: 3442

Resolution and scaling switch

First thing I wonder, is if RTC will support higher-res dungeon and monster graphics that users might create? Also how many colors will be supported?

Second is whether a switch can be implemented to turn off scaling entirely, and instead use the pre-made distant gfx frames from the original DM ...
by FoxBat
Sun Feb 18, 2001 11:39 pm
Forum: RTC Archive
Topic: CSB support?
Replies: 2
Views: 1189

CSB support?

Is the RTC savefile format flexible enough that someone could effictively convert a CSB dungeon.dat to run with it? I suppose we'd need some sort of util or option to do something similar to "make new adventure." Or perhaps, without restrictions on # of levels or level size, you could simply have ...
by FoxBat
Sun Feb 18, 2001 9:00 pm
Forum: Other
Topic: 3D??
Replies: 13
Views: 4992

Nope on 3D

Mainly for a simple, practical reason: it's a hell of a lot harder to program than a simple 2d engine. There are many professional games out there with half-baked 3d engines that look rather ugly. Can amatuers hope to do much better?

Meanwhile, RTC has already sucessfully implemented a 2d engine ...