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001 - Dali Locked Potts House unless night 009 - Garnet Upstairs Proxied the bed 004 - Potts House Put a Pan Shield and Pot Helm Allow Garnet to steal cash from Mrs. Potts (200 G) 035 - Bramble blocked south Junction Improved the layout of the roadblock slightly 146 - Sewer Added a bit more text here and there. Erase the soldiers once the boss is defeated. 147 - Orphanage Put in a choice to steal or not to steal
Thanks. I added an extra commit to fix Main.rb (which contained faulty data) and Digest.txt (which hadn't actually been changed). |
Not sure if you can see this. Tell me if you can.Anyway,BrambleBlockage : I've fixed it so that Garnet can never walk under the leaves (I think).Orphanage : Didn't realize it was a jokeArmors : Yeah I'm a bit confused on updating items at the moment. On hindsight should have checked it more.DaliDoors : Fixed (I was using the door from Garnets' Home by accident) |
Yes, I followed you changes. You solved the issue with bamble woods exit, the door, and added the armor definitions. What is missing from the current committs are an appropriate update of the classes if you wish to introduce the new armors for. There's also some question with regards to the writing and descriptions. When the player gets the new pot armors, there will be a leading * (star) at the start of the message. I don't think this is necessary in te first place, but if you wish to use it: add a second * to the end of the dialog. The stars are intended to highlight that this isn't something the players (or an NPC) says, rather that it's a background narration or event. e.g. Since we use the \nm command to set the name of the character talking, I don't think it's important to hightlight the text with stars. Rather, the lack if a name in the dialog window implies that there isn't someone that's talking. |
Make a second pull request when you want the changes to be merged. |
Yeah I know this. I think I might have made a typo.Good to have you double check.Thanks will do
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Alright I'll make more changesRight Now:Changed Mrs Potts home layout. (I want to put the bad end in here, but don't want to mess with layout too much, tell me your opinion)Adding some icons for items.Making cartharge more lively and dangerous ! Changed guard mechanic.WIll fix bugs you mentioned (Didn't playtest fully that old version , will update ASAP)
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This is just to inform you that I'm sending another pull request.Edited :Potts Bad End + Potts HouseMrs Pott in Dali villageAnd you wanted the classes ?? (Why ?)
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It's in the classes you define what weapons and armors the player can use. If you want the pot armor you added to be usable by the player, you'll need to add them as wearable by the appropriate (adventurer) class. |
What's the difference? |
Done!
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Ah crap on my screen shows difference.The first is: Hope you get it :P
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If [space] is the same as a new line, then I personally try to follow the second alternative. It can look better with some spacing, but it's not something that's consistent throughout the game. |
001 - Dali
Locked Potts House unless night
009 - Garnet Upstairs
Proxied the bed
004 - Potts House
Put a Pan Shield and Pot Helm
Allow Garnet to steal cash from Mrs. Potts (200 G)
035 - Bramble blocked south Junction
Improved the layout of the roadblock slightly
146 - Sewer
Added a bit more text here and there.
Erase the soldiers once the boss is defeated.
147 - Orphanage
Put in a choice to steal or not to steal