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Posted: Thu Feb 01, 2007 7:10 pm
by blueznl
As in: "Throw handbag!"

Posted: Fri Feb 02, 2007 8:19 am
by Chrono Syndrome
New idea: "Monkey grip" skill, which will give ability to hold two-hand weapons with just one hand.
Posted: Fri Feb 02, 2007 2:22 pm
by Kaeru Gaman
just talking about the ideas, neither forwarding nor negating....
Chrono Syndrome wrote:One more idea: There must be another weapon throwing skill, which will give opportunity to throw ANY weapon.
this should also include that the trown weapon lies on the gound where it killed the monster.
additionally, if the monster gotn't killed right away,
it could pick up the weapon and use it against you, if it's able to use it.
Chrono Syndrome wrote:New idea: "Monkey grip" skill, which will give ability to hold two-hand weapons with just one hand.
depending on the weight of the twohander,
you'll need pretty high strength-skill to use it one-handed,
even with a high monkey-grip.
other advantages by monkey-grip are imaginable:
carry double the amound of arrows in the hand,
use less movement-points for picking up things,
increasing thief-ability elsewell, etc, etc..
Posted: Fri Feb 02, 2007 6:18 pm
by Brujah
I just added "Prevent loss" and "Monkey grip" to the todo list.
Nice ideas I think!
When we make all weapons throwable we should write an algorythm to rotate them. Right now I use a picture with, I guess, 4 weapons on it that can be thrown and are precalculated.
Posted: Sat Feb 03, 2007 3:51 pm
by Chrono Syndrome
When we make all weapons throwable we should write an algorythm to rotate them.
Hmm... You can use Sprite3D for this.
Posted: Sat Feb 03, 2007 3:56 pm
by Kaeru Gaman
if you don't want to use sprite3D:
there was a rotation-routine by Stefan, at least he posted it in the PureBoard,
maybe it was added to the code-archive, too.
anyways: precalculated pictures are not the worst solution....
Posted: Sat Feb 03, 2007 7:00 pm
by IceSoft
Kaeru Gaman wrote:anyways: precalculated pictures are not the worst solution....
Only PB features which are working on Linux will be used for supported OS.
Linux is the main OS.
Posted: Sat Feb 03, 2007 11:23 pm
by Kaeru Gaman
ok, so the routines of Stefan would work, but not the way to get the grafix-buffer to work on.
...seems that precalculated animation-frames is the easiest solution.
Posted: Sun Feb 04, 2007 10:13 am
by Brujah
The problem with precalculation is that in one of the next versions we want to include a lot of new weapons with a lot of new attributes (more diablo like). So we will have a lot to precalculate then.
I think it makes more sense to write a routine to do that.
Can't be that difficult to even write it by hand.
I would like to have a look into that routine from Stefan.
Where can I find it?
Posted: Sun Feb 04, 2007 10:32 am
by Kaeru Gaman
Stefan's routine should be in the T&T section of the pureboard.
I haven't looked it up for some time, so I'd had to use the search, too.
> So we will have a lot to precalculate then.
well, the calculation is not that problem.
you can make it a batch-processing in IrfanView,
or write a mini-tool in PB that uses Sprite3D-functions and just writes the frames on Harddisk.
for showing the frames no Sprite3D will be needed.
the basic problem is the question, how much GraficsRam you want to occupie.
if you want to keep GraficsRam-usage low, rotate at runtime.
If you don't care about Ram, prerender anything you can.
Posted: Sun Feb 04, 2007 2:40 pm
by GeoTrail
Very nice game. Runs perfectly smooth here on my machine. I personally don't like those kinds of games, but I had to try it, and must admit I was abit impressed

Posted: Mon Feb 05, 2007 7:53 am
by Chrono Syndrome
Idea about summons: there must be special mode, when you will change controlled "unit" manually (i.e. you will control summon untill you select special button for changing conttrolling to hero). It's will be VERY useful.
Posted: Tue Feb 20, 2007 2:14 pm
by IceSoft
Lost Labyrinth Version 2.8.2
- New skill: Monkey grip (Carry two-handed weapons with one hand)
- New skill: Awareness (Halves all chances to get robbed)
- German special letters. The new compiler handles them correctly (Roger)
- Help screen improved with fixed font (Peter)
- New routine for bitmap fonts (Peter)
- PNG's replace BMP's for smaller filesizes and transparency (Peter)
- New button to delete our selection in skill selection menu (Roger)
- Bug fixes: Cross level teleporter (Markus), Start with -1 skill points (Roger)
Posted: Tue Feb 20, 2007 3:42 pm
by Chrono Syndrome
Lost Labyrinth Version 2.8.2
So where it can be downloaded ?
BTW: What's aboiut my suggestion for summon controllling ?
Posted: Thu Feb 22, 2007 10:20 am
by Chrono Syndrome
Heh... So silent...