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| Views: 693,412 | 06-28-21, 01:22 am | ||
code block | Thread review | |
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| Kawa |
This has had an extra check added to it. It now wastes only one turn in bumping against the wall. I could make it waste no turns but this might open the opportunity of finding secret passages. Why this specific setup is a good thing with regards to secret passages I might explain at some later time on Tumblr. I suppose I could just prevent the dropping of items for the player. It's not like you get to go back and pick 'em up, right? Cursor.Point() didn't know what a Container was yet. Now it knows. I assumed you'd also refer to the tables and chairs, so I made building templates capable of specifying a name and description for their custom junk. Null tokens. This has been now fixed. |
| Kawa |
Thanks for the heads up, jAvel. I'll look into all of these things tonight. And yes, > is a dungeon entrance. They're not at all done yet so you didn't miss very much. Also, cabinets are totes interactive in the latest commit. |
| Deleted user |
Hi, everybody. I tried this game, the x32 version To the issues: - when mouse-clicking on impassable terrain the character tries to move there, but can't, and the game repeats to skip turns (no so good for player) - when character dies, the game provides post-death info. But the info is shown AFTER all items dropped from character. So "You were carrying nothing." string is shown (seems wrong to me) - non-interactive tiles aren't named when trying to look at them. Well, we can see the "0" bed tile, but what the hell is "AE" tile? (i played DF, so i can guess, but for other players it really should be named) - game CRASH when trying to enter ">" (dungeon, i assume) (Originally posted by jAvel) |