Search found 133 matches
- May 24th, 2017, 1:26 am
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
I am currently thinking on how to implement gates. When I wrote the algorithm, I thought of placing gates in the main path, and its switch in the branching rooms. But the switch shouldn't be placed too far away (making the level impossible), or too close (making that section of the level easy) to t...
- May 23rd, 2017, 6:17 am
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
I have decided to make a sub-mod called 'Infinite Adventure - Descent'. This mod has levels which have 'up-to-down' rooms only. My intention for this mod developement is mainly to test and improve the script engine for room tile generation. The status will be uploaded within several weeks.
- May 23rd, 2017, 6:09 am
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
I really thank you so much for your great work.doppelganger wrote:Oh man, I never thought anyone would even bother looking at what I did.
Thanks, starwindz!
- May 6th, 2017, 5:07 pm
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
Syntax highlighting of script engine for level generation is now supported. Development is slow but my final goal is to make the level generator using template and script without using level editors.
- May 3rd, 2017, 1:44 am
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
Examples of scripting engine for room template editing are shown as follows. Currently it is at early stage and needs some improvement. ss1.png [template info] enter_and_exit_dir = left-right enter_and_exit_num = 0-0 one_way_passage = false [basic tile layout] line_ = 0123456789 line_0 = 0 _________...
- April 30th, 2017, 6:29 pm
- Forum: SDLPoP
- Topic: Screenshotting and mapmaking
- Replies: 24
- Views: 7580
Re: Screenshotting and mapmaking
Great feature! I think that options of room numbering and grid on/off are needed.David wrote:I started working on a screenshotting feature
...
Opinions? Ideas?
Please check out this link. viewtopic.php?f=73&t=4027&p=21352#p21352
- April 30th, 2017, 6:26 pm
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
Screenshots of new feature using new SDLPop feature. ( viewtopic.php?f=126&t=4048 )
- April 30th, 2017, 3:44 pm
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
Mod information ================= Mod name: Infinite Adventure Author: starwindz Current version: 0.20 Description: Random Level Generation Mod Version history of Infinite Adventure ===================================== Below you find a list with the added features, changes and fixes for each versio...
- April 26th, 2017, 1:15 am
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
Okay. After fixing some bugs, I would upload the development version within this weekend.salvadorc17 wrote:Could you share this development versions, really want to try myself..starwindz wrote:New screenshots of development. Level generation is still very simple and basic.
- April 25th, 2017, 2:23 pm
- Forum: For DOS
- Topic: Infinite Adventure (Under development)
- Replies: 29
- Views: 7445
Re: Infinite Adventure (Under development)
New screenshots of development. Level generation is still very simple and basic.
- April 25th, 2017, 2:18 pm
- Forum: Other Tools & Hex Editing
- Topic: drawmap - map drawing utility
- Replies: 15
- Views: 13206
Re: drawmap - map drawing utility
Just to prevent misunderstandings, this program was created by htamas. All I've done is improve it a bit and released version 0.4. The error you get: according to jalal (quoted by htamas in the first post) that win32 version will "only work under ImageMagick-6.3.0-0-Q16-windows-dll.exe (10/15/...
- April 25th, 2017, 8:22 am
- Forum: Other Tools & Hex Editing
- Topic: drawmap - map drawing utility
- Replies: 15
- Views: 13206
Re: drawmap - map drawing utility
Here's a new version that I've created. The attached package is for GNU/Linux. It probably also compiles on Windows, but someone else can/might look into that. .... Great program! I have a question and a request for your program. 1. After running old version from http://www.popot.org/other_useful_t...
- April 20th, 2017, 2:02 am
- Forum: Prince Of Persia 2: The Shadow And The Flame
- Topic: Source code of Pr12 available?
- Replies: 8
- Views: 8575
Re: Source code of Pr12 available?
If you know the PoP1-2 level(tile) converting rule of Pr12 and let me know it? It's in the TForm1::convert() function. For the tiles, if PoP1 has, for instance, 30 ("case 0x1E"), which is a floor with a broken tile on it and a torch, then he converts it to 32 ("ti=0x20") for PoP...
- April 19th, 2017, 3:54 pm
- Forum: Prince Of Persia 2: The Shadow And The Flame
- Topic: Source code of Pr12 available?
- Replies: 8
- Views: 8575
Re: Source code of Pr12 available?
By the way, do you know the meaning of 'GAME PLAY' checkbox in this program window? Yes, PoP2 for DOS has regular levels 1-14, but also alternative levels that were probably used for demonstrations (and/or testing). To start the alternative level 9, you'd use: PRINCE.EXE gameplay yippeeyahoo level9...
- April 19th, 2017, 5:18 am
- Forum: Prince Of Persia 2: The Shadow And The Flame
- Topic: Source code of Pr12 available?
- Replies: 8
- Views: 8575