Search found 76 matches
- October 31st, 2015, 8:49 pm
- Forum: Multiplayer Development
- Topic: Capture the Flag mod
- Replies: 2
- Views: 3713
Re: Capture the Flag mod
If you have the interest to continue the idea — feel free to do it, I can send you password for publishing the add-on, because I don't quite have enough time to maintain it.
- October 31st, 2015, 8:45 pm
- Forum: Ideas
- Topic: Gentle approach to removing random
- Replies: 31
- Views: 22369
Re: Gentle approach to removing random
I uploaded new version — in case when defense is undefined it's considered to be 50%. Some weird terrain or modifier have
nil value
.- November 24th, 2014, 8:27 am
- Forum: Ideas
- Topic: [WML] Event: name = aura_gain, aura_fade
- Replies: 5
- Views: 3800
Re: [WML] Event: name = aura_gain, aura_fade
Your idea about [aura] tag is good, but I would like to add one more key. [aura] fire_event_on_gain=event_one fire_event_on_fade=event_two * * fire_event_on_turn_refresh=event_three * * [/aura] To allow implementation of auras with periodic effects. I like it very much, because this would allow a c...
- October 22nd, 2014, 7:24 am
- Forum: Ideas
- Topic: Sprite Scaler
- Replies: 34
- Views: 14138
Re: Sprite Scaler
Great! 2x is perfect to me. But 5x is often indeed better with dark outlines.
- October 21st, 2014, 6:49 am
- Forum: Ideas
- Topic: Sprite Scaler
- Replies: 34
- Views: 14138
Re: Sprite Scaler
5x looks awesome, while 2x and 4x are less so. I suppose because of the black outline around same-colored regions, is it possible to try side-by-side comparison with vs without it? Or maybe add outline only for darker colors? It's really nice for some, but duelist and rogue look really scary with it...
- October 19th, 2014, 5:19 am
- Forum: Art Workshop
- Topic: Cadet Unit
- Replies: 2
- Views: 1726
Re: Cadet Unit
I'm not an Wesnoth art guru but I'd like it to be more distinct from Peasant, this is too easy to mix up.
- October 14th, 2014, 5:01 am
- Forum: Users’ Forum
- Topic: How did you find out about Wesnoth?
- Replies: 29
- Views: 11784
Re: How did you find out about Wesnoth?
I found it on Wikipedia: http://en.wikipedia.org/wiki/Category:T ... ideo_games
- October 14th, 2014, 4:53 am
- Forum: Game Development
- Topic: [DIY] making html5 wesnoth-themed roguelike
- Replies: 167
- Views: 56687
Re: [DIY] making html5 wesnoth-themed roguelike
Showing under the tile will somewhat clutter the map, I think one of these is better: 1. Homm3-like, show in status bar. In our case use smaller font size for top log and write it there. Like Orc Sovereign 5000hp ... (all what is there now in big font). <newline and small font>You will deal 3dmg. 2....
- October 13th, 2014, 8:05 am
- Forum: Game Development
- Topic: [DIY] making html5 wesnoth-themed roguelike
- Replies: 167
- Views: 56687
Re: [DIY] making html5 wesnoth-themed roguelike
One more improvement idea: currently you cannot it's very hard to plan your attack because some higher math involved in armor effect, aura etc. It'd be nice to see the approx damage you'll deal, because for example you have 4x47 which seems enough for a 37hp but it turned out to be not.
- October 13th, 2014, 4:38 am
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 56
- Views: 29549
Re: No Randomness Mod Released
I was watching that topic while it was active. I don't think that it's a bad idea, but it's too much a different approach. It's different only to solve issues with poisoning, slowing, rounding and preserving original balance. The topic is inactive because I don't know what to improve further, it se...
- October 12th, 2014, 6:25 am
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 56
- Views: 29549
Re: No Randomness Mod Released
Think of this case. A monster deals 1 damage with 10 attacks. It attacks a fencer standing on a village (70% defence), dealing 0 damage with each hit, 0 in total. However, if it was rounded up, it would deal 1 damage with each hit, dealing 10 damage in total. The fencer should take in average 3 dam...
- October 9th, 2014, 1:46 pm
- Forum: Game Development
- Topic: [DIY] making html5 wesnoth-themed roguelike
- Replies: 167
- Views: 56687
Re: [DIY] making html5 wesnoth-themed roguelike
Oops, typo. Of course, ctrl is wrong, it is shift+S / shift+W / shift+Q, as you probably found already. I tried all keys except Shift :) +1 to ChaosRider. The number of features is enough, time to make some use of them. I tried to play level 130 elvish archer, fighter and human knight. The differen...
- October 9th, 2014, 6:58 am
- Forum: Game Development
- Topic: [DIY] making html5 wesnoth-themed roguelike
- Replies: 167
- Views: 56687
Re: [DIY] making html5 wesnoth-themed roguelike
SAVE/LOAD - check [OPTIONS] or type Ctrl+S / Ctrl+W / Ctrl+Q (quicksave) Ctrl+S interferes with browser's save, ctrl+w is a common shortcut to close current tab/window, cmd+q quits instantly. That's exactly what we asked for. I was pressing ctrl/cmd+s and possible combinations to find out is workin...
- September 29th, 2014, 8:50 am
- Forum: Game Development
- Topic: [DIY] making html5 wesnoth-themed roguelike
- Replies: 167
- Views: 56687
Re: [DIY] making html5 wesnoth-themed roguelike
Bug fixes: [x] Trapdoors sometimes had no matching stairs in Caves I thought it's an intentional element of risk, and kind a liked it :) [x] Night Vision range equals to max( 3.0, ranged attack ) + 0.5, leading to sight increase for long-ranged units, e.g. Dwarven Thunderer. No more dark-corner sni...
- September 27th, 2014, 1:41 pm
- Forum: Game Development
- Topic: [DIY] making html5 wesnoth-themed roguelike
- Replies: 167
- Views: 56687
Re: [DIY] making html5 wesnoth-themed roguelike
But.. There are weapons shops, where you can buy hp, attack and armor, right? You can pump up all characteristics of your hero.. Hm, I've never run across them in the underground. Btw, as a level 9 thunderer with 1x23 ranged attack and holy aura I stepped down to the underground and cleared it enti...