Toorum's Quest II

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Toorum's Quest II

Post by petri »

We got a little carried away when testing the new custom gui stuff...

Behold Toorum's Quest II in Steam Workshop!
http://steamcommunity.com/sharedfiles/f ... =114343272
http://grimrock.nexusmods.com/mods/150

The mod requires Legend of Grimrock version 1.3.6 which has just been released in Steam.
Here is a patch for the standalone version of Grimrock:
http://grimrock.net/patch/grimrock_1_3_ ... _patch.exe

What do you think? :)
User avatar
pferguso
Posts: 40
Joined: Tue Nov 06, 2012 6:09 pm

Re: Toorum's Quest II

Post by pferguso »

Cool! I look forward to playing! And thanks to you and Almost Human for the great support for Grimrock so far!
User avatar
JKos
Posts: 464
Joined: Wed Sep 12, 2012 10:03 pm
Location: Finland
Contact:

Re: Toorum's Quest II

Post by JKos »

Haha, just played it a bit. Pretty awesome and funny.
Any plans to share the sources? How did you hook the space bar? Can we do it?
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
User avatar
Skuggasveinn
Posts: 562
Joined: Wed Sep 26, 2012 5:28 pm

Re: Toorum's Quest II

Post by Skuggasveinn »

That was awesome.
Just shows how far you can take this.
I see lockpicking minigames, conversation trees and alot of other cool things coming down the line.

This opens up a whole new world of possibilities for LoG Modding

ps lets get a highscore table going :D
This is how I ended the game.
SpoilerShow
Image
Skuggasveinn.
Link to all my LoG 2 assets on Nexus.
Link to all my LoG 1 assets on Nexus.
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Toorum's Quest II

Post by petri »

JKos wrote:Haha, just played it a bit. Pretty awesome and funny.
Any plans to share the sources? How did you hook the space bar? Can we do it?
I'll clean up the sources a bit and share them tomorrow. You get full mouse and keyboard input using the gui context.

EDIT: sneak peek before the docs arrive: ctx.keyDown("a") returns true if a-key is down. ctx.mouseDown(0) returns true if lmb is down. ctx.mouseX and ctx.mouseY return mouse coordinates. ctx = gui context
User avatar
msyblade
Posts: 792
Joined: Fri Oct 12, 2012 4:40 am
Location: New Mexico, USA
Contact:

Re: Toorum's Quest II

Post by msyblade »

Gotta say thanx for putting the patch here for us. Very much appreciated!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Toorum's Quest II

Post by petri »

Oh, btw. you should make sure vsync is enabled in Options, otherwise poor Toorum runs super fast...
User avatar
JKos
Posts: 464
Joined: Wed Sep 12, 2012 10:03 pm
Location: Finland
Contact:

Re: Toorum's Quest II

Post by JKos »

What? Full mouse and keyboard input, how **** amazing is that? And sources too...Thank you so much, it's Christmas time for sure!

Damn, I don't even know where to begin the gui modding, there is so much possibilities.
- LoG Framework 2http://sites.google.com/site/jkoslog2 Define hooks in runtime by entity.name or entity.id + multiple hooks support.
- cloneObject viewtopic.php?f=22&t=8450
User avatar
petri
Posts: 1917
Joined: Thu Mar 01, 2012 4:58 pm
Location: Finland

Re: Toorum's Quest II

Post by petri »

Yup, can't wait what you guys invent with the new gui system :)
User avatar
Soaponarope
Posts: 180
Joined: Thu Oct 04, 2012 3:21 am

Re: Toorum's Quest II

Post by Soaponarope »

This shows great promise for the future of Grimrock!
Post Reply