Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

Search found 131 matches
Castle Paradox Forum Index
Author Message
  Topic: Moving two slices at once...
Soule X

Replies: 11
Views: 13049

PostForum: HELP!   Posted: Fri Jan 25, 2013 8:13 am   Subject: Moving two slices at once...
No, probably not. That was just an example I threw random numbers into.

But say you want like a jumping animation that's really fast. Right now you would have to set each point so that the characte ...
  Topic: New stable release! [Alectormancy+2]
Soule X

Replies: 6
Views: 17821

PostForum: The Soapbox   Posted: Fri Jan 25, 2013 7:53 am   Subject: New stable release! [Alectormancy+2]
Yeah, I didn't read anything about it, so it was my own fault. But just going off the menu name "Test Game" I just thought it was a faster way to start the game up to test it along with some ...
  Topic: New stable release! [Alectormancy+2]
Soule X

Replies: 6
Views: 17821

PostForum: The Soapbox   Posted: Fri Jan 25, 2013 1:34 am   Subject: New stable release! [Alectormancy+2]
Features that have already helped me considerably...

* Master Palettes menu: added export option

Awesome to be able to easily edit and import your palettes.


"Test Game" op ...
  Topic: Moving two slices at once...
Soule X

Replies: 11
Views: 13049

PostForum: HELP!   Posted: Thu Jan 17, 2013 8:52 am   Subject: Moving two slices at once...
Oh, okay I see what you're saying. So setting a timer for (1,0,1,@Something) makes it wait one tick? That is where I got confused.

As far as the commands you mentioned, what I'm doing is moving spr ...
  Topic: Moving two slices at once...
Soule X

Replies: 11
Views: 13049

PostForum: HELP!   Posted: Wed Jan 16, 2013 11:56 pm   Subject: Moving two slices at once...
Yeah, after messing around with it more I'm not really sure what happened. I have two animations that are virtually identical except one goes left and one right. When I set one for 7/10 ticks (with a ...
  Topic: Moving two slices at once...
Soule X

Replies: 11
Views: 13049

PostForum: HELP!   Posted: Mon Jan 14, 2013 7:34 am   Subject: Moving two slices at once...
Ha ha. I noticed both those things a little bit later. I have no idea why I did it that way. I'm pretty sure I used the 'switch' command because I had just got done working with the timers and switche ...
  Topic: Moving two slices at once...
Soule X

Replies: 11
Views: 13049

PostForum: HELP!   Posted: Sun Jan 13, 2013 5:05 pm   Subject: Moving two slices at once...
That's a really ingenious script.

I'm running it from the "On-Keypress Script" on the map, which means once it runs once the only way to get to the 'else' part to reset it is to press a d ...
  Topic: Moving two slices at once...
Soule X

Replies: 11
Views: 13049

PostForum: HELP!   Posted: Sun Jan 13, 2013 12:04 pm   Subject: Moving two slices at once...
I'm having an issue where I'm running two loops at once, both moving different slices. My problem is there are Wait commands between each movement in each loop and the wait affects both scripts.

Wh ...
  Topic: Help With Heal Spell
Soule X

Replies: 2
Views: 4365

PostForum: HELP!   Posted: Wed Sep 02, 2009 10:24 pm   Subject: Help With Heal Spell
Okay, it just hit me, so I went back and checked something and I was right.

The spell consisted of two spells linked together. The first was just for show so no damage was inflicted and the second ...
  Topic: Help With Heal Spell
Soule X

Replies: 2
Views: 4365

PostForum: HELP!   Posted: Wed Sep 02, 2009 9:05 pm   Subject: Help With Heal Spell
I have a heal spell that heals exactly 15 HPs (using the attack stat 100 and negative extra damage) and is usable outside of battle. When inside battle it works perfectly fine.

My issue is that whe ...
  Topic: What are some of the coolest/most helpful improvements?
Soule X

Replies: 11
Views: 10840

PostForum: The Arcade   Posted: Fri Oct 03, 2008 12:32 pm   Subject: What are some of the coolest/most helpful improvements?
Yeah all those were in except the disabling of certain slots which I did notice. That is a very interesting addition. The battle options seem much improved.
  Topic: Is there a way to clone heroes/enemies?
Soule X

Replies: 8
Views: 8918

PostForum: The Arcade   Posted: Fri Oct 03, 2008 12:28 pm   Subject: Is there a way to clone heroes/enemies?
Oh, I didn't even try. I just thought I remembered not being able to. Can anyone tell me if it does mess up plotscripting? Is there a way of distinguishing between the copies?
  Topic: Is there a way to clone heroes/enemies?
Soule X

Replies: 8
Views: 8918

PostForum: The Arcade   Posted: Thu Oct 02, 2008 8:15 pm   Subject: Is there a way to clone heroes/enemies?
Yeah it would. Guess I have a lot of menial stat inputting to do then.

I thought maybe someone would have some kind of crafty work-around for it, or a program that would make it easier. = /

Oh w ...
  Topic: Is there a way to clone heroes/enemies?
Soule X

Replies: 8
Views: 8918

PostForum: The Arcade   Posted: Thu Oct 02, 2008 6:32 pm   Subject: Is there a way to clone heroes/enemies?
I'm making some similar enemies and heroes, but I'm really not psyched about putting every stat and bitset in over and over again for each one. So is there a way to just copy and paste entire heroes o ...
  Topic: What are some of the coolest/most helpful improvements?
Soule X

Replies: 11
Views: 10840

PostForum: The Arcade   Posted: Thu Oct 02, 2008 6:26 pm   Subject: What are some of the coolest/most helpful improvements?
I agree. Increasing the NPC count would be huge. I remember strings being added, but that was a good one.
 
Page 1 of 9 Goto page 1, 2, 3, 4, 5, 6, 7, 8, 9  Next
All times are GMT - 8 Hours
Jump to:  


Powered by phpBB © 2001, 2005 phpBB Group