Re: (WIP) Curious Conundrum / CFD 2012 submission
Posted: Fri Dec 07, 2012 3:31 am
Whatever crash/fail you're having with the teleporters, I can't repeat it. What path did you take? Perhaps I named a pad wrong.
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I thought maybe I needed to add a line to my init.lua to import the ending.lua. New fail. Can't load it in the editor now.msyblade wrote:Redweaver, you may have made a txt file, and called it .lua. Instead, copy a .lua file there, erase it and rename it.
I downloaded the editor files to double check, and the mod_assets/cinematics/ending.lua is in there. Is it in the wrong folder?Grimwold wrote:I noticed you've uploaded the editor files to nexus as well as the dat... but it's the version pre-cinematics. If you put the current version up I could maybe take a look at the cinematics for you.
Code: Select all
enableUserInput()
-- startMusic("mod_assets/sounds/intro.ogg")
showImage("assets/textures/cinematic/intro/page02.tga")
fadeIn(2)
-- show the title text
sleep(1)
setFont("IntroTitle")
showText("The End", 3)
sleep(2)
fadeOutText(1)
-- show the story text
sleep(1)
setFont("Intro")
textWriter([[
You escaped!
...so why are the hairs on the back of your neck standing up?
]])
click()
fadeOutText (0.5)
sleep (1)
setFont("Intro")
textWriter([[
"A Curious Conundrum" Credits:
Designed, written, and created by Redweaver
Playtesters/Creative input:
Grimwold for all his scripting help.
msyblade for banging ideas together with me and reminding me to give credit where credit's due.
Komag for reminding me to RTFM while I was scripting.
Ancylus for some truely amazing early feedback.
The ability to put a project like this together:
The entire, awesome community on the grimrock.net forum.
And YOU!
Thanks so much for playing!!
]])
click()
fadeOutText(0.5)
fadeOut(4)
fadeOutMusic(3)
Code: Select all
completeGame ("/mod_assets/cinematics/ending.lua")Code: Select all
completeGame ("mod_assets/cinematics/ending.lua")short answer - Yes.Redweaver wrote:Oh, and how do I get a couple of pressure plates to reset after rocks have been tossed on them? Am i gonna have to get crazy with invisible telelporters or destroy the rocks or something?
Setting the door timer to activate teleporters on the plates is probably the simplest solution.Oh, and how do I get a couple of pressure plates to reset after rocks have been tossed on them? Am i gonna have to get crazy with invisible teleporters or destroy the rocks or something?
Fixed all these issues. New versions coming up shortly. The teleporter room crash you're experiencing, I can't duplicate. It works fine for me, both in the editor and in the exported version. Thank you for your help, your feedback is very, very good.Ancylus wrote:Results from playing the new version:SpoilerShowViolet area - the pits now have rooms below, but the teleporters send me into solid wall.
The crash at pillar hall seems to happen at any misstep. I downloaded the source and tried there: no crash when running from the editor, no crash even when I export the level and run it. Whatever the problem is, it's only in the exported version you're sharing.
All the fireballs make the game a bit sluggish. They still affect the game even once I'm out of the violet area. It would be best to stop the shooting once the player is past.
The spider fight is nicely challenging.
Green area - skeletons seem to appear slower now, killed the first before second came out.
Got past the gate corridor by observing the levers' effects.
Figured out the final puzzle after a bit of trial and error.Setting the door timer to activate teleporters on the plates is probably the simplest solution.Oh, and how do I get a couple of pressure plates to reset after rocks have been tossed on them? Am i gonna have to get crazy with invisible teleporters or destroy the rocks or something?