Generic Egoboo revival thread

The development of the game itself or new resources for it. Any new stuff you're working on would go here, as well as the discussion of in-development stuff.

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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

Inventory system, maybe.
Physics, probably not. it'll take a lot of work to convert 2.6.8 code to use the differently named 2.9.0 variables (and it might not even be compatable)
Filesystem: could use more work, to fix OS X-only bugs :|
Spoiler: slotused.txt for zippy-elf starter madness
[code]Slot usage for objects in last module loaded...
0 Wood Elf mp_objects/elf.obj
1 Slot reserved for import players.
2 Slot reserved for import players.
3 Slot reserved for import players.
4 Slot reserved for import players.
5 Slot reserved for import players.
6 Slot reserved for import players.
7 Slot reserved for import players.
8 Slot reserved for import players.
9 Slot reserved for import players.
10 Tent mp_objects/tent.obj
11 Slot reserved for import players.
12 Slot reserved for import players.
13 Slot reserved for import players.
14 Slot reserved for import players.
15 Slot reserved for import players.
16 Slot reserved for import players.
17 Slot reserved for import players.
18 Slot reserved for import players.
19 Slot reserved for import players.
20 Pot mp_objects/pot.obj
21 Slot reserved for import players.
22 Slot reserved for import players.
23 Slot reserved for import players.
24 Slot reserved for import players.
25 Slot reserved for import players.
26 Slot reserved for import players.
27 Slot reserved for import players.
28 Slot reserved for import players.
29 Slot reserved for import players.
30 Lumpkin mp_objects/lumpkin.obj
31 Lumpkin mp_objects/morph.obj
32 Ball of Light mp_objects/light.obj
33 Jive Elf mp_objects/jiiveelf.obj
34 Slot reserved for import players.
35 Slot reserved for import players.
36 G'nome Shopkeep mp_modules/zippy.mod/objects/shopkeep.obj
37 Lamb mp_modules/zippy.mod/objects/lamb.obj
38 Adventurer mp_modules/zippy.mod/objects/shep.obj
39 Guard mp_modules/zippy.mod/objects/guard.obj
40 Chest mp_modules/zippy.mod/objects/armorchest.obj
41 Chest Mimic mp_modules/zippy.mod/objects/shopmimi.obj
42 Gonne mp_objects/gonne.obj
43 Warlock mp_modules/zippy.mod/objects/warlock.obj
44 Trap mp_objects/beartrap.obj
45 Grave mp_objects/grave.obj
46 Torch mp_objects/torch.obj
47 Stone Idol mp_objects/rockhead.obj
48 Stone Idol mp_objects/rockopen.obj
49 Slot Unused.
50 Hammer mp_objects/mallet.obj
51 Claw mp_objects/claw.obj
52 Slot Unused.
53 Wild Sheep mp_objects/lamb.obj
54 Slot Unused.
55 Slot Unused.
56 Slot Unused.
57 Slot Unused.
58 Slot Unused.
59 Slot Unused.
60 Slot Unused.
61 Slot Unused.
62 Slot Unused.
63 Slot Unused.
64 Slot Unused.
65 Slot Unused.
66 Slot Unused.
67 Slot Unused.
68 Slot Unused.
69 Slot Unused.
70 Slot Unused.
71 Slot Unused.
72 Slot Unused.
73 Slot Unused.
74 Faerie mp_objects/faerie1.obj
75 Faerie mp_objects/faerie2.obj
76 Slot Unused.
77 Brazier mp_objects/brazier.obj
78 Slot Unused.
79 Wood Elf mp_modules/zippy.mod/objects/pettrader.obj
80 Slot Unused.
81 Slot Unused.
82 Slot Unused.
83 Slot Unused.
84 Slot Unused.
85 G'nome Alchemist mp_modules/zippy.mod/objects/mushroomtrader.obj
86 Slot Unused.
87 Slot Unused.
88 Slot Unused.
89 Slot Unused.
90 Slot Unused.
91 Slot Unused.
92 Slot Unused.
93 Slot Unused.
94 Slot Unused.
95 Santa Clause mp_modules/zippy.mod/objects/santa.obj
96 Candy Cane mp_modules/zippy.mod/objects/candycane.obj
97 Warlock mp_modules/zippy.mod/objects/warlockquest.obj
98 Slot Unused.
99 Slot Unused.
100 Slot Unused.
101 Slot Unused.
102 Slot Unused.
103 Slot Unused.
104 Slot Unused.
105 Slot Unused.
106 Slot Unused.
107 Slot Unused.
108 Slot Unused.
109 Slot Unused.
110 Exit Area mp_objects/exitarea.obj
111 Slot Unused.
112 Dropper mp_modules/zippy.mod/objects/dropper.obj
113 Slot Unused.
114 Slot Unused.
115 Slot Unused.
116 Slot Unused.
117 Slot Unused.
118 Slot Unused.
119 Slot Unused.
120 Slot Unused.
121 Slot Unused.
122 Slot Unused.
123 Slot Unused.
124 Slot Unused.
125 Slot Unused.
126 Module Tool mp_modules/zippy.mod/objects/moduletool.obj
127 Book mp_data/globalobjects/book.obj
128 Slot Unused.
129 Slot Unused.
130 Slot Unused.
131 Slot Unused.
132 Slot Unused.
133 Slot Unused.
134 Slot Unused.
135 Slot Unused.
136 Slot Unused.
137 Slot Unused.
138 Slot Unused.
139 Slot Unused.
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142 Slot Unused.
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174 Slot Unused.
175 Slot Unused.
176 Slot Unused.
177 Slot Unused.
178 Slot Unused.
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180 Slot Unused.
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182 Slot Unused.
183 Slot Unused.
184 Slot Unused.
185 Slot Unused.
186 Slot Unused.
187 Slot Unused.
188 Slot Unused.
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190 Slot Unused.
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195 Slot Unused.
196 Slot Unused.
197 Slot Unused.
198 Slot Unused.
199 Slot Unused.
200 Slot Unused.
201 Slot Unused.
202 Slot Unused.
203 Present mp_modules/zippy.mod/objects/present.obj
204 Slot Unused.
205 Slot Unused.
206 Slot Unused.
207 Slot Unused.
208 Slot Unused.
209 Slot Unused.
210 Slot Unused.
211 Slot Unused.
212 Slot Unused.
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240 Slot Unused.
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244 Slot Unused.
245 Slot Unused.
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248 Slot Unused.
249 Slot Unused.
250 Slot Unused.
251 Slot Unused.
252 Slot Unused.
253 Slot Unused.
254 Slot Unused.
255 Slot Unused.[/code]
EDIT: Damage resistance is bugged :|
...
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Re: Generic Egoboo revival thread

Post by Shade »

Well, damn...
What was the reason the physics were changed in the first place?

In any case, it appears that the new inventory system (or rather, the weight limit) is indeed the reason why containers don't drop items - I just got a tranch and an oil flask out of two chests in the Sand Palace respectively (neither of which weighs very much) and nothing else. Giving chests ridiculous amounts of STR (or whatever is used to calculate the weight limit) would probably make them drop items properly, but there's no need to do that if we're gonna abandon the new inventory system anyway.

As for the messed-up module transition on OS X, I definitely won't be able to fix that no matter what - it's probably a problem in the sourcecode, and I only have Windows available to test things on.

If it isn't too much trouble, could you do your coding magic for us, then?
- Revert the inventory system to how it used to be (with two inventory buttons to cycle through your items rather than to bring up a menu)
- Add an option to turn off the Exp bar to the Gameplay options menu? From what I understand, it should be simple to implement.
- Possibly try to port the 2.6.8 physics to 2.9.0 anyway? Doesn't need to be today, doesn't need to be tomorrow, you could take as much time as you need - but I honestly can't see the current physics work, and I deem it simpler to revert the physics than to go figure out new hitboxes for every single particle in existence (especially considering that I have absolutely no idea how the numbers translate to actual hitboxes, which would take lots testing on my part to figure out).

You're the only one I can ask, so rest assured that you have my gratitude, even if you absolutely cannot revert the physics.



EDIT: Everything stacks with everything and turns into the first stackable item in your inventory if you attempt to put it away. That's seriously messed up.

EDIT2:
penguinflyer5234 wrote:EDIT: Damage resistance is bugged :|
How exactly?
(Though maybe it'd be best to simply revert that, too... What do we need percentages for if we already have "full", "half", "a quarter" and "1/8"? That's four steps, which should be plenty)

EDIT3: I'm honestly beginning to wonder if Zefz and birdsey spent even ten seconds playtesting this themselves. Is it even humanly possible to miss all of these game-breaking bugs?
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

It seems that weight isn't actually implemented quite yet. (at least, in inventory_add_item() and inventory_remove_item()) The weight you see is calculated in draw_inventory()

Edit 2: Resistance is stored as a float (.50 for 50%), it's loaded as a float, but unless it's 1, 2, or 3, it's divided by 100%, so when you save again, that 50% becomes only .5% (1 = 50%, 2 = 75%, 3 = 90%)

Edit 1: I don't have that bug, (tested the spears and Mim's mace, they didn't stack)

The advent.mod book is invisible, but it's there.

Aww yeah finished the soldier starter by killing Keldorn with "A fire of a brazier!!!"

Hmm, gas trap wielding trogs, eh?
...
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote:It seems that weight isn't actually implemented quite yet. (at least, in inventory_add_item() and inventory_remove_item()) The weight you see is calculated in draw_inventory()
It's the only plausible explanation as to why some items get dropped and most don't, though. I could verify it if needed, of course (assuming that STR increases the weight limit).
penguinflyer5234 wrote:Edit 2: Resistance is stored as a float (.50 for 50%), it's loaded as a float, but unless it's 1, 2, or 3, it's divided by 100%, so when you save again, that 50% becomes only .5% (1 = 50%, 2 = 75%, 3 = 90%)
...yeah, let's just revert it to damage shifts only.
penguinflyer5234 wrote:Edit 1: I don't have that bug, (tested the spears and Mim's mace, they didn't stack)
It appears it only affects items that are stackable, but all of them. For instance, try to put a mana potion into your inventory when there's already a life potion, a candy cane or a spear there. It'll turn into what's already there.
penguinflyer5234 wrote:The advent.mod book is invisible, but it's there.
Oh, alright; in that case I have an idea about how to fix it.
penguinflyer5234 wrote:Aww yeah finished the soldier starter by killing Keldorn with "A fire of a brazier!!!"
lol
penguinflyer5234 wrote:Hmm, gas trap wielding trogs, eh?
Which module?
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

advent.mod + rogue.mod, I'm just having fun with the messed up loading

Max weight is calculated by 200 + FP8_TO_INT(pchr->strength)* FP8_TO_INT(pchr->strength); where FP8_TO_INT(x) is x / 256. (HP and other stats are tracked where 1.0 = 256, .5 = 128)
...
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote:advent.mod + rogue.mod, I'm just having fun with the messed up loading
Oh, okay, haha.
penguinflyer5234 wrote:Max weight is calculated by 200 + FP8_TO_INT(pchr->strength)* FP8_TO_INT(pchr->strength); where FP8_TO_INT(x) is x / 256. (HP and other stats are tracked where 1.0 = 256, .5 = 128)
I'm terrible at math. For dummies, how much does that mean does a single point (1.0) of STR increase the weight limit? 8?
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

Basically FP8_TO_INT() spits out 1 for a strength of 1.0

1 strength -> 201
2 strength -> 204
3 strength -> 209
3.5 strength -> 209
50 strength -> 2700
etc.
...
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Re: Generic Egoboo revival thread

Post by Josiah »

I'd totally love the 2.6.8 particle/physics to be reimplemented, as the 2.9.0 system is very buggy, and DEFINITELY want the old inventory back; maybe u could also have a separate equip screen similar to the one in 2.9.0, but have it for amulets/braclets/rings/etc.


also, I don't know what is causing this crash, but every time I have 2 or more players, the first player always moves fine, but if I try moving any other players, the screen goes black and the console spits this out
Spoiler: crash log
[code]INFO: Loading module "mp_modules/zippy.mod"
SCRIPT ERROR: "mp_import/temp0000.obj/script.txt"(136) - unknown opcode "IfTargetIsArcaneSpell"
WARN: Invalid operand "mp_import/temp0000.obj/script.txt"(136) - "IfTargetIsArcaneSpell"
INFO: net_initialize: Networking not enabled.
WARN: Depacrated script function used: EnableListenSkill! (mp_import/temp0000.obj)
WARN: Depacrated script function used: EnableListenSkill! (mp_import/temp0000.obj)
WARN: Depacrated script function used: EnableListenSkill! (mp_import/temp0000.obj)
WARN: Depacrated script function used: EnableListenSkill! (mp_import/temp0000.obj)
WARN: Depacrated script function used: EnableListenSkill! (mp_import/temp0000.obj)
WARN: Depacrated script function used: EnableListenSkill! (mp_import/temp0000.obj)
WARN: Depacrated script function used: EnableListenSkill! (mp_import/temp0000.obj)
WARN: Depacrated script function used: EnableListenSkill! (mp_import/temp0000.obj)
(forever spammed previous line)
[/code]
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Re: Generic Egoboo revival thread

Post by penguinflyer5234 »

Try moving the camera. If you can get the ground to appear (no characters), then it's the camera bug I have gotten. If that doesn't work, try removing EnableListenSkill (or put a DoNothing in its place) from the character that was player 1. (I can't debug this, since non-starters don't work for me :|)

Just a reminder, if I add the equipment screen, there will have to be a third button for inventory management :(

AHHHHH CHRISTMAS TIEM

I'm confused. How are you loading imports in when there's no code to actually do that?

Bugs:
  • For whatever reason, to stack all you need are enough ammo space, and the same IDSZ properties :?
  • Book of morph seems to be buggy, after transforming and untransforming, the character takes no damage.
  • Cannot load non-starters quite yet in OS X
Not really a bug but a question:
  • Zombor drains mana too?
Bugs fixed in my version:
  • Chests and tents not dropping items. A bug was preventing them from getting them in the first place. (and no it's not the weight, that's only used for physics)
  • Camera bug on OS X (and more than likely Linux) (enum math is weird)
  • XP bars can now be turned off via setup.txt and game options
  • Damage resistance is now "correct", as in it's still a float
  • Loading a second module after the first now works in OS X (was an OS X-specific issue)
...
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Re: Generic Egoboo revival thread

Post by Cimeries »

penguinflyer5234 wrote:Just a reminder, if I add the equipment screen, there will have to be a third button for inventory management :(
Doesn't seem like a big deal to me, we can just use . I'm also pretty sure the gamepad config still has some unused buttons so they should be fine too.

I think keys and sporks and other special quest items should be stored in this special inventory. Since silver and gold keys are global objects, we can even do something like this:
Image
- Four slots for accessories
- Players can look at the stats of their currently equipped armor, so it's easy to compare
- A 'universal' key display for silver and gold keys. Say if you pick up a key and put it away, the object disappears and the player has a new IDSZ tag added ([KEYG]:1 or [KEYS]:1). Locked doors would check if a player is holding a key as usual (so there's no confusion if you happen to actually be holding it and the door doesn't want to open...), but they will also check if he has one of these tags, in which case it would subtract the appropriate tag by 1 and open up.
I'm willing to do all the script work and modifications to the keys and doors, but I can't make the actual interface in-game obviously.
:wink:
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Re: Generic Egoboo revival thread

Post by Josiah »

penguinflyer5234 wrote:Try moving the camera. If you can get the ground to appear (no characters), then it's the camera bug I have gotten. If that doesn't work, try removing EnableListenSkill (or put a DoNothing in its place) from the character that was player 1. (I can't debug this, since non-starters don't work for me :|)
...
I removed EnableListenSkill and IfTargetIsArcaneSpell, but now it's spitting this out:
Spoiler: console spam
[code]Encountered graphics errors in frame 257 (goes upward)

****vvvv
file == (null)
line == 0
function == (null)
code == 0
string == (null)
^^^^

****
(infinitely spammed)[/code]

Cimeries wrote:
penguinflyer5234 wrote:Just a reminder, if I add the equipment screen, there will have to be a third button for inventory management :(
Doesn't seem like a big deal to me, we can just use . I'm also pretty sure the gamepad config still has some unused buttons so they should be fine too.

I think keys and sporks and other special quest items should be stored in this special inventory. Since silver and gold keys are global objects, we can even do something like this:
Image
- Four slots for accessories
- Players can look at the stats of their currently equipped armor, so it's easy to compare
- A 'universal' key display for silver and gold keys. Say if you pick up a key and put it away, the object disappears and the player has a new IDSZ tag added ([KEYG]:1 or [KEYS]:1). Locked doors would check if a player is holding a key as usual (so there's no confusion if you happen to actually be holding it and the door doesn't want to open...), but they will also check if he has one of these tags, in which case it would subtract the appropriate tag by 1 and open up.

I don't see it on there, but would the sporks take up your combat inventory, or have a slot in the special item equip screen? But whatever they a assigned to, I'd definitely like something like this in the game, as I hate having to go through all my equipment, and then only have room for 2 or 3 spells/weapons/etc...
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Re: Generic Egoboo revival thread

Post by Cimeries »

Ah right, I forgot to mention that.
The sporks and other misc. quest items (like Bargel's diary for example) would have their icons placed below the equipment grid in the same way that the current 2.9.0 inventory works, only without actually being able to select or drop them (no reason to do that if you ask me).
Basically the idea is to handle as many misc. items through the IDSZ tags rather than though the inventory directly, leaving as much room as possible in the actual inventory for weapons, potions, quivers, shields, and spellbooks - all the stuff you use for combat.





By the way, this reminds me about the issue where if you don't pick up your pets before you leave a module, you lose them. I think a good fix for that would be to have the pet's script prevent the module exit from actually triggering for as long as they are running around on the ground.
(Bonus points for then writing the message "You must gather your party before venturing forth." when that happens :D)
:wink:
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Re: Generic Egoboo revival thread

Post by Shade »

penguinflyer5234 wrote:Basically FP8_TO_INT() spits out 1 for a strength of 1.0

1 strength -> 201
2 strength -> 204
3 strength -> 209
3.5 strength -> 209
50 strength -> 2700
etc.
Ah, I get it. Thanks.
penguinflyer5234 wrote:Just a reminder, if I add the equipment screen, there will have to be a third button for inventory management :(
Maybe make it so that you can bring up the equipment menu by pressing both Inventory buttons at once instead?
penguinflyer5234 wrote:For whatever reason, to stack all you need are enough ammo space, and the same IDSZ properties :?
Aye, that's the "everything stacks with everything" I mentioned earlier.
penguinflyer5234 wrote:Book of morph seems to be buggy, after transforming and untransforming, the character takes no damage.
Cannot load non-starters quite yet in OS X
Noted
penguinflyer5234 wrote:Not really a bug but a question:
  • Zombor drains mana too?
No idea, I've never really cared much for him.
penguinflyer5234 wrote:Bugs fixed in my version:
Chests and tents not dropping items. A bug was preventing them from getting them in the first place. (and no it's not the weight, that's only used for physics)
Oh. Then what was the bug?
penguinflyer5234 wrote:[*]Camera bug on OS X (and more than likely Linux) (enum math is weird)
[*]XP bars can now be turned off via setup.txt and game options
[*]Damage resistance is now "correct", as in it's still a float
[*]Loading a second module after the first now works in OS X (was an OS X-specific issue)[/list]
'aight, thanks.


@Cime: Noted, but for now I'd like to concentrate on making the game reasonably playable in the first place. That means fixing as many bugs as possible before adding even more new features.
Cimeries wrote:By the way, this reminds me about the issue where if you don't pick up your pets before you leave a module, you lose them. I think a good fix for that would be to have the pet's script prevent the module exit from actually triggering for as long as they are running around on the ground.
(Bonus points for then writing the message "You must gather your party before venturing forth." when that happens :D)
That sounds pretty complicated - if something to the pet's script is added to prevent exits from triggering, modules where the exit is only triggered once (by defeating the boss, for instance) can be rendered unwinnable by your pet not being in your inventory at the wrong time. If all exits are modified to check if there are pets on the ground, that may cause other weird issues (like a pet being absolutely necessary to be able to exit modules at all). It's something complicated for a very trivial issue (just remember to pick up your pets before leaving), so I'm reluctant to touch it for the time being.


More issues:
- The tile mimics in the Sand Palace seem to have no hitbox whatsoever. They cannot be interacted with at all, whether by touching them or by hitting them with a weapon.
- Almost all of the game tips displayed when loading a module go off-screen to the left.
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Re: Generic Egoboo revival thread

Post by Agent of Dread »

But triggering the ability to exit and the actual exit are different things, right? So anything with a victory condition shouldn't have any problems.
- Linktree: linktr.ee/trilbs -
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Re: Generic Egoboo revival thread

Post by Cimeries »

Yep. Anyway, that was just something I remembered, the logistics of actually doing that we can tackle after we have a playable base to work with.
:wink:
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