Search found 3969 matches
- Tue Apr 22, 2025 2:20 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: [0.84] Graphics glitch with fireball holes?
- Replies: 2
- Views: 783
Re: [0.84] Graphics glitch with fireball holes?
It's likely a combination of DSB's higher resolution combined with its rendering positions not exactly matching FTL-DM's in every case.
- Tue Apr 01, 2025 5:31 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: [April Fool's] Dungeon Chaos Master Strikes Back: A new adventure!
- Replies: 3
- Views: 1474
[April Fool's] Dungeon Chaos Master Strikes Back: A new adventure!
Although I have done a lot of work developing the DSB engine, I haven't had time to develop my own dungeons. Well, that ends here! I will soon be releasing Dungeon Chaos Master Strikes Back, a new adventure for DSB that follows directly after DM and CSB. At the start of this new adventure, people ...
- Tue Mar 04, 2025 7:26 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
The reason just setting the definition to nil doesn't work is that obj has a metatable that appends every newly created archetype's key to a hidden array as soon as it is created. Iterating over a Lua table has no particular order, so doing it this way ensures that you can iterate over archetypes in ...
- Fri Feb 28, 2025 5:28 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB Feature Requests
- Replies: 3
- Views: 1301
Re: ESB Feature Requests
I've split these posts off to their own thread, which is how I'd prefer requests to be made. I don't mind hearing them but I'm not going to promise anything.
- Tue Feb 25, 2025 4:27 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Well... the actual problem is that your code does nothing because it's wrong.
I haven't actually messed with this stuff in quite a while. I guess I should have double-checked rather than assuming you used the proper syntax. :P
Check obj.pit for the proper structure. Something like this should work ...
I haven't actually messed with this stuff in quite a while. I guess I should have double-checked rather than assuming you used the proper syntax. :P
Check obj.pit for the proper structure. Something like this should work ...
- Wed Feb 19, 2025 5:37 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Linked objects are generated at the time the dungeon is loaded into DSB. They won't appear in ESB.
Try changing the line of code with create_linked_object to create_linked_object = "DH_doorframe_front",
There's nothing theoretically wrong with the way you wrote it but direct object references can ...
Try changing the line of code with create_linked_object to create_linked_object = "DH_doorframe_front",
There's nothing theoretically wrong with the way you wrote it but direct object references can ...
- Mon Feb 17, 2025 11:05 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB Stair Icon / ESB icons
- Replies: 11
- Views: 2848
Re: ESB Stair Icon / ESB icons
It seems like certain cell sizes are finicky. This has been fixed for 0.85.
- Sun Feb 16, 2025 9:50 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB Stair Icon / ESB icons
- Replies: 11
- Views: 2848
Re: ESB Stair Icon / ESB icons
Weirdly enough I had actually mentioned this many years ago and you were both in that thread! But I can't really blame you guys for forgetting since I didn't remember at first either. 

- Sun Feb 16, 2025 6:45 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB Stair Icon / ESB icons
- Replies: 11
- Views: 2848
Re: ESB Stair Icon / ESB icons
The second number is the draw priority. Higher numbers are drawn later, so they are shown on top of lower numbers. This makes sure that objects in ESB are shown in a coherent fashion regardless of their actual order on the tile; e.g., doorbuttons always drawn on top of doors.
So, an interesting ...
So, an interesting ...
- Sun Feb 16, 2025 12:33 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB Stair Icon / ESB icons
- Replies: 11
- Views: 2848
Re: ESB Stair Icon / ESB icons
There are a few ways to do it. Admittedly none of this is particularly well documented though you can see the code in editor/editor.lua which has plenty of examples.
The simplest way is to set esb_name equal to one of the standard archetypes (e.g. "stairsdown") which will tell ESB to use the icon ...
The simplest way is to set esb_name equal to one of the standard archetypes (e.g. "stairsdown") which will tell ESB to use the icon ...
- Fri Feb 14, 2025 8:11 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
The door is either going to be drawn before the doorframe or after it.
If you want to do something more complicated you may have to split up your doorframe image into two objects: a "near side" doorframe that is always drawn before the door, and a "far side" doorframe that is always drawn after the ...
If you want to do something more complicated you may have to split up your doorframe image into two objects: a "near side" doorframe that is always drawn before the door, and a "far side" doorframe that is always drawn after the ...
- Wed Feb 12, 2025 1:18 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Yes, those are equivalent in Lua.
A short summary of how Lua tables work (copied from here ):
Lua tables are defined within { }'s, with a comma-delimited list of elements. { } alone is an empty table, which isn't useful by itself, but is necessary to create a table if you want to add elements to ...
A short summary of how Lua tables work (copied from here ):
Lua tables are defined within { }'s, with a comma-delimited list of elements. { } alone is an empty table, which isn't useful by itself, but is necessary to create a table if you want to add elements to ...
- Mon Feb 10, 2025 4:38 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: dsb_lores_scaling
- Replies: 6
- Views: 5109
Re: dsb_lores_scaling
I can't reproduce this. Since you found a solution that works for you it's probably not worth delving into!
- Mon Feb 10, 2025 4:37 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.81
- Replies: 10
- Views: 12588
Re: DSB Version 0.81
Ok, I saw it in my test dungeon too. I'll hunt down why this is happening and fix it for 0.85.
- Sun Feb 09, 2025 9:13 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
In DM, if you are standing right next to a pit, you can see the corner of the pit, and if you are standing next to stairs, you see a little bit of the wooden railing. So what DSB calls near_side existed in DM but was very limited.
DSB actually uses neither the v2 or v3 walls, strictly speaking ...
DSB actually uses neither the v2 or v3 walls, strictly speaking ...
- Sat Feb 08, 2025 10:08 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Yes, so far, so good.
The x offsets for perspective and side views are mirrored on the right side, which is normally what you want, because that way the object is positioned the same on both walls. (As mentioned above in the doorbutton discussion, it is not always what you want)
The x offsets for perspective and side views are mirrored on the right side, which is normally what you want, because that way the object is positioned the same on both walls. (As mentioned above in the doorbutton discussion, it is not always what you want)
- Sat Feb 08, 2025 1:06 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
If I had my dungeon designer hat on rather than my engine programmer hat, what I would do was give it a far_y_tweak that put it outside of the viewport. I don't know if this will actually work, and I don't "officially" support this method, but it might be worth a try.
- Fri Feb 07, 2025 6:39 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
This code worked for me:
gfx.doorbutton = dsb_get_bitmap("NEW_DOORBUTTON", "custom_asset_location/new_doorbutton.png")
gfx.doorbutton.x_off = 120
gfx.doorbutton.y_off = -110
gfx.doorbutton_side = dsb_get_bitmap("NEW_DOORBUTTON", "custom_asset_location/new_doorbutton.png")
gfx.doorbutton_side.x ...
gfx.doorbutton = dsb_get_bitmap("NEW_DOORBUTTON", "custom_asset_location/new_doorbutton.png")
gfx.doorbutton.x_off = 120
gfx.doorbutton.y_off = -110
gfx.doorbutton_side = dsb_get_bitmap("NEW_DOORBUTTON", "custom_asset_location/new_doorbutton.png")
gfx.doorbutton_side.x ...
- Wed Feb 05, 2025 8:46 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
As I said before, I've reached the limit of my ability to help without actually having the files.
- Wed Feb 05, 2025 3:28 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Ok, reading Gambit's post made think about how DSB is actually doing this and made me realize that your paths are still wrong. (Thanks for the help, Gambit :mrgreen: )
All paths are relative to the dungeon's main folder. If your dungeon is installed at X:/DSB/Project/, then if you want to load X ...
All paths are relative to the dungeon's main folder. If your dungeon is installed at X:/DSB/Project/, then if you want to load X ...
- Wed Feb 05, 2025 12:20 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Just having graphics.cfg present is enough.
Unfortunately, I think I've just about reached the limit of my ability to troubleshoot this problem remotely. Please zip up your files and send me the dungeon, or some portion thereof that is able to reproduce the issue.
Unfortunately, I think I've just about reached the limit of my ability to troubleshoot this problem remotely. Please zip up your files and send me the dungeon, or some portion thereof that is able to reproduce the issue.
- Tue Feb 04, 2025 11:57 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Right, relative to DSB (or wherever the dungeon is installed) so it will work for people who have it installed somewhere other than a specific location on the X: drive, like you have it now.
Anyway, the result is not the same: now it's showing the (presumably) correct path, which is progress. The ...
Anyway, the result is not the same: now it's showing the (presumably) correct path, which is progress. The ...
- Tue Feb 04, 2025 10:38 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
First of all, writing absolute paths like that is a bad idea. Nobody will be able to play your dungeon unless they install it to the exact same place. You should use relative paths instead.
Anyway, I think what isn't working here is that you've used backslashes (\) which, in Lua, are used for ...
Anyway, I think what isn't working here is that you've used backslashes (\) which, in Lua, are used for ...
- Tue Feb 04, 2025 7:50 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Another way is to not use the graphics.cfg at all and instead specify everything in custom new override files (which is how I originally started) but that seems to increase loading time.
It does. If you put everything into new files, then it loads the DM image in base/, trashes the DM image, and ...
- Tue Feb 04, 2025 12:11 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
It's a single variable. Your second example will keep overwriting path . I'd recommend doing it like this:
local paths = {
"folder/pics1/",
"folder/pics2/",
"folder/pics3/"
}
gfx.my_bmp = dsb_get_bitmap("MY_BITMAP", paths[1] .. "my_bitmap.png")
gfx.my_other_bmp = dsb_get_bitmap("MY_BITMAP ...
local paths = {
"folder/pics1/",
"folder/pics2/",
"folder/pics3/"
}
gfx.my_bmp = dsb_get_bitmap("MY_BITMAP", paths[1] .. "my_bitmap.png")
gfx.my_other_bmp = dsb_get_bitmap("MY_BITMAP ...
- Mon Feb 03, 2025 12:21 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB launching DSB
- Replies: 4
- Views: 1563
Re: ESB launching DSB
I'm glad you figured it out. 
I'm not going to delete the post, because I think that "make sure your shortcuts are pointing to the right place" is helpful advice and may help someone else down the line. (Not just to keep your shame on public display
)

I'm not going to delete the post, because I think that "make sure your shortcuts are pointing to the right place" is helpful advice and may help someone else down the line. (Not just to keep your shame on public display

- Sun Feb 02, 2025 11:47 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB launching DSB
- Replies: 4
- Views: 1563
Re: ESB launching DSB
I just tested it and it works fine for me. Please give me a more detailed description of what you're doing so we can figure out what you've done wrong.
- Sun Feb 02, 2025 4:36 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
The simplest way to do that is to just put an invisible wall on the tile.
- Sun Feb 02, 2025 1:31 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
You can set no_stopclicks to true in a monster's archetype to allow objects to be picked up from its tile.
- Sat Feb 01, 2025 11:22 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: Tutorials: wallsets and custom monsters, objects, etc
- Replies: 151
- Views: 80373
Re: Tutorials: wallsets and custom monsters, objects, etc
Ah, yes. I hadn't actually used that function in a couple years.
I'm glad you figured it out!
I've fixed my initial post above in case anyone stumbling across it gets confused.

I've fixed my initial post above in case anyone stumbling across it gets confused.