Search found 58 matches

by Kemsha
Tue Feb 23, 2021 7:45 pm
Forum: Modules
Topic: Missiles take a turn to start moving
Replies: 5
Views: 3932

Re: Missiles take a turn to start moving

I finally got around to test it and... it worked!

I didn't quite understood why did I have to explicitely force the projectile to act but it works and that's what matters

Thanks a lot
by Kemsha
Fri Oct 02, 2020 9:26 am
Forum: Modules
Topic: Missiles take a turn to start moving
Replies: 5
Views: 3932

Re: Missiles take a turn to start moving

Thanks for the reply I'm basically copying TOME so I use archeryShoot and all that, I didn't change the talents Any ideias why it's acting this way? Could it have something to do with the main character himself? This module has several characters and I choose which one goes to the dungeon. Maybe whe...
by Kemsha
Mon Jun 01, 2020 9:25 am
Forum: Modules
Topic: Missiles take a turn to start moving
Replies: 5
Views: 3932

Missiles take a turn to start moving

Hi guys, so, I'm having this problem but have no ideia where to start looking. I'm using a ranged talent ("T_SHOOT" for instance) but the missile stays in my square. It only moves in the next round, after I do something. I first tought about projectile speed or something but it seems to be...
by Kemsha
Tue Aug 27, 2019 4:41 pm
Forum: Development
Topic: how do i start using the engine?
Replies: 1
Views: 6963

Re: how do i start using the engine?

Not to put you down but making a game is not easy and you'll probably need more than "just a tiny bit" of coding skill I'd recomend that you start with something simpler like making a mod or even better, changing an existing one. It will help you understand the engine structure Anyway, if ...
by Kemsha
Tue Aug 27, 2019 4:34 pm
Forum: Development
Topic: most verbose debug log
Replies: 1
Views: 2459

Re: most verbose debug log

There isn't much more information unless you buid it yourself

Use the print command and see the result on the "te4_log.txt" file

Or use the LUA console to check the environment and test some simple instructions
by Kemsha
Mon Aug 20, 2018 9:41 am
Forum: Modules
Topic: New Module - Trouble saving game
Replies: 4
Views: 3170

Re: New Module - Trouble saving game

Zizzo wrote:Yes, in my experience everything in game.state is saved to the savefile unless you specifically tell it otherwise.
It worked! Many thanks!
by Kemsha
Mon Aug 06, 2018 10:59 am
Forum: Modules
Topic: New Module - Trouble saving game
Replies: 4
Views: 3170

Re: New Module - Trouble saving game

:shock: *blink* …You're braver than I am. I started from the example module and… "borrowed" from the main module as necessary. :wink: Yeah, not sure if it was the best way but now it will be harder to turn back, I think You might be able to bend mod.class.Party and related classes to your...
by Kemsha
Fri Aug 03, 2018 4:52 pm
Forum: Modules
Topic: New Module - Trouble saving game
Replies: 4
Views: 3170

New Module - Trouble saving game

Hi guys, I'm trying to make a new module and it has been a rough ride. The ideia is to have a guild with many adventurers available and be able to choose one to do stuff, mostly dungeon exploring. I've realized that most of the stuff on the engine assume just one main character so that was one of th...
by Kemsha
Fri Jan 04, 2013 4:10 pm
Forum: General Discussion
Topic: ToME Version 1 Milestone
Replies: 5
Views: 1315

Re: ToME Version 1 Milestone

Yeah, congratulations DG!

Now you can rest... but not for long, we're waiting for the next version ;)
by Kemsha
Thu Mar 15, 2012 3:00 pm
Forum: Ideas
Topic: Remove adventurer parties, add adventurers to dungeons
Replies: 9
Views: 1825

Re: Remove adventurer parties, add adventurers to dungeons

I would like to see them in dungeons too, I think some of them need spicing up

It would be dangerous yes, but that would be the fun part ;)
by Kemsha
Wed Jan 25, 2012 5:08 pm
Forum: Development
Topic: Adding Replayability Especially Early Game
Replies: 67
Views: 10893

Re: Adding Replayability Especially Early Game

That could mislead new players, making them search the last level looking for the boss Maybe a different random element like a rival adventurer also clearing dungeons. You'd get to a dungeon and find it empty because the other guy had already been there. Or you could find him (or he could find you!)...
by Kemsha
Wed Jan 11, 2012 5:52 pm
Forum: General Discussion
Topic: Post questions here for an interview with DarkGod!
Replies: 37
Views: 10756

Re: Post questions here for an interview with DarkGod!

I'd like to ask

"What's your vision for TOME? How do you imagine version... 10?"

"Would you make anything different if you had a team of 10 programmers working for you or would you just make new versions faster?"
by Kemsha
Mon Dec 19, 2011 12:02 pm
Forum: Modules
Topic: Our community module
Replies: 186
Views: 47544

Re: Our community module

I like all the ideas I see so far. What i would like to see is normal (purists?) humans. I've always liked the mercenary and smugglers that survive with their wits (and gadgets). Think Boba Fett and Han Solo It would add items and inventory to the game but it's hard for me to think of a roguelike wi...
by Kemsha
Tue Nov 29, 2011 12:29 pm
Forum: General Discussion
Topic: All hail the 'z' function!
Replies: 7
Views: 1681

Re: All hail the 'z' function!

Yeah, it's great
by Kemsha
Fri Sep 23, 2011 10:41 am
Forum: Ideas
Topic: Staggerred Talent Progression
Replies: 16
Views: 3546

Re: Staggerred Talent Progression

I agree with the OP I think that one of the best things of TOME are the talents and I loose a bit of drive when I reach the top of the chain and still have so much to do. With a more slower pace getting the talents, you could still diversify, putting a point or two in a different tree while waiting ...