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Posted: Sat Apr 08, 2006 11:02 pm
by linflas
woho ! that wasn't against you Sophia ! i'm just happy to understand faster this time ;)
btw i don't know if "more detail" would have been better than a good example. that's the the only way i (and most of people) can learn things.
this looks like a new programming language to me... and it evolutes everyday....

Posted: Sun Apr 09, 2006 12:02 am
by Sophia
Oh, I know it wasn't "against" me, I was just offering to be helpful. :)

If I would've known people wanted an example, I could've uploaded mine, and saved TheMormegil all the trouble... of course, it's probably good practice to make it yourself! :D
linflas wrote:woho ! that wasn't against you Sophia ! i'm just happy to understand faster this time ;)
btw i don't know if "more detail" would have been better than a good example. that's the the only way i (and most of people) can learn things.
this looks like a new programming language to me... and it evolutes everyday....

Posted: Sun Apr 09, 2006 4:56 am
by TheMormegil
The main bug is due to the nature of SWAP_LOCAL
SWAP_SQUARE should sort that out when v0.38 arrives right?
Also, I don't think CLOTHES_REANIM_NOTHING is necessary. You can freely swap to NULL.
Yes thats correct, it didn't seem to work swapping to null but it was not working for a different reason. When it started working I'd forgotten about taking it out again.
I could've uploaded mine, and saved TheMormegil all the trouble... of course, it's probably good practice to make it yourself!
No trouble, good practice as you say, getting to know some of the new facilities.

Posted: Sun Apr 09, 2006 11:22 am
by George Gilbert
That's a great example dungeon!

BTW - the reason why the armour jiggles about is because when an object converts the item is first removed from the tile and then the new one added back on again. Because it is a new item, it gets a new "small random offset" and therefore drawn in slightly different position.

As mentioned above, this could easily be considered a bug, but in this particular case, it looks so good I'm tempted to leave it in place; if this behaviour ever causes any problems though, let me know and I'll change it.

Posted: Sun Apr 09, 2006 1:20 pm
by linflas
i like this effect too : the armour elements seem to revive, like if they're joining again before the knight reappears :)
i would add a sound above this, something like a pad that pitches up !
or even better, the reverse sound of pieces of metal falling on the ground... :D

Posted: Sun Apr 09, 2006 2:12 pm
by George Gilbert
linflas wrote:i would add a sound above this, something like a pad that pitches up !
or even better, the reverse sound of pieces of metal falling on the ground... :D
Thats trivial to do by simply adding a sound to the last convert in the sequence (the one that actually creates the knight).

There is of course a fine line between a sample / example dungeon that has a minimal content to enable others to see how a mechanic is constructed and adding extra effects to make it look / sound better!

Posted: Sun Apr 09, 2006 3:09 pm
by beowuuf
Have you already added this to the complex actions dungeon? : )

Posted: Sun Apr 09, 2006 4:35 pm
by George Gilbert
Er, no - there's no need; there's a dungeon here that shows exactly how to do it!

Posted: Sun Apr 09, 2006 7:02 pm
by beowuuf
Lol, but some people who download RTC wouldn't go to these forums! Or the topic might die! Plus maybe...just maybe only caged bonsai can defeat the knights... *twitch*