Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > Dungeon Craft - RPG Game Maker
FAQ Calendar Arcade Today's Posts Search

Reply
 
Thread Tools Search this Thread
Old 04-23-2002, 09:15 PM   #11
foody
Manshoon
 

Join Date: May 24, 2001
Location: Halifax
Posts: 161
Will, this program kicks ass and thank you so much for everything you have done for us [img]smile.gif[/img] . What I like about the program is the easy GUI that it offers us as well as it's superior power. The spell editor on the other hand is like opening a Visual C++ programming language to create your spells. It requires programming skills, I like it if it was like the weapon editor, event editor and so on where it is click and play but offers power and flexibility. You can keep this feature as an advance button, for advanced users who wishes more out of the spells that they want to create by coding lines and lines of code. But keep it as an advance button not as a requirement to create spells.

You see in the weapon editor there is a field for name, how much damage it makes and so on. Will it would be nice for a spell editor there is a combo box with spell properties like: poison, cure, summon, clone, damage and so on. If I wish to create spells that do more then that I would use the advance feature.

If it is not going to change for any reason I am not going to be creating spells in my game, because it is not user friendly. I need to know how to program in C++ or C before I even touch the spell editor.
__________________
I would like to thank you man sooooooooooooooooooooo much for creating the best maker in my life. IT KICK ASS!! * HUGS * Thank you soo much, thank you so much ^____^*.<p>I can hardly wait to see this program support onlining. Heheheh, imagine if online is supported ^^*.
foody is offline   Reply With Quote
Old 04-24-2002, 03:21 AM   #12
Warlock
Dungeon Master
 

Join Date: August 13, 2001
Location: Perth, WA, Australia
Posts: 56
Hey guys,

Just hang in there, I am sure Richard would find a way to make the code more user friendly, maybe by creating some standard routines that could be used by most spells thus negating the need to do programming much.

It would also be possible to make the spell editor more user friendly but this requires time and troubleshooting when bugs come up. So in a few version updates things could chage quite a bit. Like Richard said, there are lots of things to be ironed out in the next few versions before going to version 1.0

Cheers

Warlock
__________________
DC is the best, keep up the great work everyone
Warlock is offline   Reply With Quote
Old 05-01-2002, 04:39 PM   #13
CocoaSpud
Zhentarim Guard
 

Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
One of the things I'm working on now is to enable the Special Abilities that FRUA has. In essence, they are being turned into default spell effects. So you will be able to enable one or more special abilities and they will automatically be treated as a spell effect. The monsters and items should also benefit from this since they share the special abilities too.

I can see your point Foody. There are a certain number of basic things that a spell will do, such as remove/add hitpoints, and you want those things to be easier to accomplish.
__________________
CocoaSpud<br />Dungeon Craft Development Team<br /> [url]\"http://uaf.sourceforge.net\" target=\"_blank\">http://uaf.sourceforge.net</a>
CocoaSpud is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Monsters Hivetyrant Dungeon Craft - RPG Game Maker 12 02-06-2005 04:48 PM
Monsters beyond Lvl 25 Loudhy Miscellaneous Games (RPG or not) 6 09-23-2003 07:02 PM
ack! bad monsters!! eddie-c Wizards & Warriors Forum 12 05-01-2003 01:41 AM
Monsters, inc. Larry_OHF Entertainment (Movies, TV Shows and Books/Comics) 14 09-30-2002 09:47 AM
Question about editing the monsters/bosses Sardius Baldurs Gate II: Shadows of Amn & Throne of Bhaal 0 03-12-2002 04:39 PM


All times are GMT -4. The time now is 11:25 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved