Ah yes. This is a prefect sequel. I am stoked for this wholly original adventure that takes no inspiration from real world events.
I do feel however the need to point out that in our town (a small hamlet in the shade of Mt. Anaias) we already know the person Mophus, for he is an idiot charlatan ...
Search found 13052 matches
- Wed Apr 02, 2025 3:47 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: [April Fool's] Dungeon Chaos Master Strikes Back: A new adventure!
- Replies: 3
- Views: 1474
- Tue Feb 18, 2025 12:49 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 might have missed my post above about door_draw_info -- that's how you can change door offsets.Ser Xav wrote: Mon Feb 17, 2025 11:21 pmonce I fix another issue with far side3 position for the door bitmap itself (it seems out of position for this position and may need some offsets somehow).
- Mon Feb 17, 2025 12:07 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
I don't have any issues with doorframes rendering over doors, so I don't really know what's up with that compared to yours, sorry. Thanks for the nice comments about the graphics. I think I'm gonna revert that wall version to an earlier one though (if I still have it)... it's gone a bit wrong to be ...
- Sun Feb 16, 2025 10:43 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
I managed to grab some time to look at my doorframes. Looks like I did create the missing side views and played with the offsets, but I didn't finish it. My personal devlog todo list has these unticked items:
Door frames (need 0.78 to finish other_side images)
Door buttons (need 0.78 for ...
Door frames (need 0.78 to finish other_side images)
Door buttons (need 0.78 for ...
- Sun Feb 16, 2025 8:51 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: ESB Stair Icon / ESB icons
- Replies: 11
- Views: 2848
Re: ESB Stair Icon / ESB icons
I knew we could add extra icons, but I didn't know we could increase the resolution this way... very cool!
- Sun Feb 16, 2025 6:06 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
By the way, it looks like you've added a soft shadow to the portcullis. It looks a bit strange to be honest, I'd recommend removing it.
I like my soft shadow!
What I mean is that it's not realistic. The gate is shadowed as if there's a light in front of it casting even light on every face ...
- Fri Feb 14, 2025 8:00 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
I honestly can't recall if I had this problem or if I needed to fix it. I'll have a look in my code at some point but might not be until next week.
By the way, it looks like you've added a soft shadow to the portcullis. It looks a bit strange to be honest, I'd recommend removing it.
By the way, it looks like you've added a soft shadow to the portcullis. It looks a bit strange to be honest, I'd recommend removing it.
- Fri Feb 14, 2025 4:22 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
What happens if you swap the order in ESB?
- Mon Feb 10, 2025 6:38 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
The DM Encyclopaedia has a brief explanation of the perspective differences:
http://dmweb.free.fr/games/dungeon-mast ... comparison
http://dmweb.free.fr/games/dungeon-mast ... comparison
- Mon Feb 10, 2025 5:36 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: dsb_lores_scaling
- Replies: 6
- Views: 5109
Re: dsb_lores_scaling
I've just realised why I got that black screenshot: although I'd removed the rendering code of my old hack from sys_render_other , I had forgotten to remove the area definition from gui_info , eg this bit:
viewhack = {
x = 0,
y = 90,
w = 448,
h = 272
},
So DSB was creating an uninitialised ...
viewhack = {
x = 0,
y = 90,
w = 448,
h = 272
},
So DSB was creating an uninitialised ...
- Mon Feb 10, 2025 3:28 am
- Forum: Dungeon Strikes Back (DSB)
- Topic: dsb_lores_scaling
- Replies: 6
- Views: 5109
Re: dsb_lores_scaling
Hmm, it does seem to work if i put the command in my sys_render_other function, but not in my startup, eg this is working:
Code: Select all
if (gui_name == "lores") then
dsb_bitmap_clear(bmp, color.powerpink )
dsb_lores_scaling(true)
end
- Sun Feb 09, 2025 11:43 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: DSB Version 0.81
- Replies: 10
- Views: 12588
Re: DSB Version 0.81
I finally tried using the setup.ini to force an all black background. It works for the startup text, but there's still a brief blue flash after that and before my title graphic is displayed.
- Sun Feb 09, 2025 11:41 pm
- Forum: Dungeon Strikes Back (DSB)
- Topic: dsb_lores_scaling
- Replies: 6
- Views: 5109
Re: dsb_lores_scaling
I finally tried this out in v0.84, it doesn't appear to work. I'm getting a black image where the viewport should be with a few visible pixels at the very top. I removed my hack that simulates this effect before trying it out, so I don't think it's a Lua code conflict, however my viewport has a ...
- Sun Feb 09, 2025 5:30 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
Use of RTCWM : I’ve been using this very useful app [but] the final output it produces creates a very slight blur to the final image. [...] also has a very minor scaling difference to the source image.
Yep it's a great tool, it was created by forum member Linflas (Guillaume) but I don't think ...
- Fri Feb 07, 2025 1:49 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 thing with doorbuttons is that they can float over foreground walls if the offsets are wrong. And some views don't show any buttons at all (I think one step left/right + two distant). I was fixing perspective problems with the wallset and doorframes, and discovered that by luck because my ...
- Thu Feb 06, 2025 11:07 pm
- Forum: RTC General
- Topic: Found my old RTC project from 12 years ago!
- Replies: 8
- Views: 5769
Re: Found my old RTC project from 12 years ago!
More-or-less the entire UI is built in the Lua layer, so it's possible to change (nearly) all of it, but yes it does require pulling everything apart and learning more Lua. Happy to help if and when you need it.
Tip: For a full screen background image, add a bitmap into inventory_info.lua , where ...
Tip: For a full screen background image, add a bitmap into inventory_info.lua , where ...
- Wed Feb 05, 2025 11:35 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
You have an image caled "BITMAP"? I'd recommend calling that something a bit more descriptive! 
Also, it's infinitely more straightforward if every file name is in lowercase. Why do you need to use multi-case?

Also, it's infinitely more straightforward if every file name is in lowercase. Why do you need to use multi-case?
- Wed Feb 05, 2025 11:32 pm
- Forum: RTC General
- Topic: Found my old RTC project from 12 years ago!
- Replies: 8
- Views: 5769
Re: Found my old RTC project from 12 years ago!
DSB is infinitely more flexible than RTC when it comes to the UI. I'm pretty sure you'd be able to do what you want. Can you share the issue and perhaps we can help.ebeneezergude wrote: Wed Feb 05, 2025 9:52 pm I can’t do an exact replica of the custom user interface I developed in RTC, but I think I can get it close.![]()
- Wed Feb 05, 2025 12:35 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 easier just to have all your graphics within a subfolder of your project and use relative paths. So if your project is at X:/Project then stick all your images in X:/Project/gfx and reference them like this:
In graphics.cfg:
DAGGER = "gfx/things/weapons/dagger.png",
In a custom file through ...
In graphics.cfg:
DAGGER = "gfx/things/weapons/dagger.png",
In a custom file through ...
- Tue Feb 04, 2025 12:00 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
My project has ended up a mixture of stuff in the graphics.cfg and then a ton of new stuff organised via chunked files called in the manifest. It's pretty messy and could do with an overhaul. With hindsight, I should have used the graphics.cfg for all the direct replacements, and then only added new ...
- Sun Feb 02, 2025 6:27 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
Oh my goodness. First time I've heard of this. Gamechanger!Sophia wrote: Sun Feb 02, 2025 1:31 am You can set no_stopclicks to true in a monster's archetype to allow objects to be picked up from its tile.
- Thu Jan 30, 2025 1:55 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
I have an immobile invisible monster that I use to create destructible obstacles, so I think your idea should work. You might get some issues with offsets though.
Another way would be to create the four objects in Lua, but only place one of them in ESB. Then write a small function that spawns the ...
Another way would be to create the four objects in Lua, but only place one of them in ESB. Then write a small function that spawns the ...
- Mon Jan 27, 2025 10:09 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
I've now unarchived my DSB project and have been going through it to understand what I have left to do. It's a lot! Anyway, I can now answer your question. Monsters that drop objects just need a couple of properties setup, eg, to drop multiple items use a table listing the items in drop_item_type ...
- Sat Jan 25, 2025 6:47 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
Wasn't there a demo of different sized alcoves in the test dungeon? Perhaps investigate that example and see if it can be adapted?
- Thu Jan 23, 2025 6:38 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
Yeah, if I recall you can add offsets for all views without needing extra graphics for each view. That said, you do get a better result if you prescale the extra views in your graphics program and use those images instead. DSB doesn't do a great job of scaling and stuff can end up looking a bit ...
- Tue Jan 21, 2025 2:49 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
I've had three projects in the works for DSB but never released anything! However the screenshots I showed earlier are for the third of those projects which will hopefully be finished and released one day... I don't have the time nor energy to work on it currently, but I hope to get back to it later ...
- Tue Jan 21, 2025 12:46 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
Overall I'd say that image is too big for a four-per-tile enemy. As you've noticed, when you start going beyond DMs fairly boxy creatures, you can see why they kept the deisgns simple. Wider creatures don't really work. If you want to keep that creature, I'd make it just one per tile and place it in ...
- Mon Jan 20, 2025 11:17 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 that's cool, thanks for the improvement Sophia, very nice.
- Mon Jan 20, 2025 6:49 pm
- Forum: Dungeon Master Java
- Topic: Dm Java how to, editing guide and downloads
- Replies: 5
- Views: 14639
Re: Dm Java how to, editing guide and downloads
Ah yeah I see what you mean, they didn't archive the PDF. I don't have that, but perhaps someone else on the forum has a copy.
- Mon Jan 20, 2025 6:41 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
Don't hardcode the text into the function, instead add a new exvar in the trigger item in ESB which specifies which string to use from your local text file. So your exvar for the trigger would be something like:
text_id = "TEXT_A"
Then your function would look more like this:
function ak_text ...
text_id = "TEXT_A"
Then your function would look more like this:
function ak_text ...