Search found 511 matches
- Tue Sep 09, 2025 11:49 pm
- Forum: General IceBlink Project Discussions
- Topic: IB Forums Shutting Down
- Replies: 0
- Views: 9
IB Forums Shutting Down
The forums haven't been used very much these days and I don't want to pay the $150+ server fee in Nov. I'll close the forums in October sometime. I have an Iceblink Discord that I hope people will use instead. Here is the Discord Link: https://discord.gg/UHvK88dMTN I have backed up all the forum thr...
- Tue Feb 11, 2025 6:29 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
some WIP of IB3D in Unity https://youtu.be/gWUu3ot0Ig4
- Sun Sep 15, 2024 4:09 pm
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
/can't seem to sign in with my old kamal account, had to register this new one. yeah, I had some issue when updating to the latest phpBB where it messed up something that made us have to change our usernames, but I think I can delete your old account and then you can register under that one if havi...
- Sun Jul 02, 2023 2:02 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looking great so far in KotC2. It is great that you were able to get a token swap working for the boat! The streaming banners look great too.
- Thu May 11, 2023 3:47 pm
- Forum: IceBlink Toolset
- Topic: Force Unequip?
- Replies: 4
- Views: 113077
Re: Force Unequip?
Haha, if it is working now than I must have fixed without having to patch it, I like those kind of bugs :lol: okay, serious now, if it does happen again, I'll need to track it down and maybe revisit the way takeitem works to be more robust. I need to get back on the Unity version, but the UI process...
- Sat Apr 22, 2023 5:27 pm
- Forum: IceBlink Toolset
- Topic: Force Unequip?
- Replies: 4
- Views: 113077
Re: Force Unequip?
The code for gaTakeItem.cs goes to this function: public void TakeItem(string resref, int quantity) { for (int i = 0; i < quantity; i++) { bool FoundOne = false; int cnt = 0; foreach (ItemRefs itr in mod.partyInventoryRefsList) { if (!FoundOne) { if (itr.resref.Equals(resref)) { gv.sf.RemoveItemFrom...
- Thu Dec 08, 2022 3:01 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I really enjoyed reading the history, development, and inspirations for Hearkenwold. Some of it I was already aware of, but some I had not heard before so it was an amazing read. Thank you for the write up and for sharing it with us! It is crazy to think that it has been 10 years already, it seems l...
- Tue Nov 15, 2022 12:01 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
slowdive, I was able to watch yesterday's stream of Raventhal a few hours afterward. It was great to see the 3D view in the iceblink basic version. Looked like a lot of fun with the fans following along. It was a ton of fun! I posted it on YouTube so that you and Pongo could check it out. I think I...
- Wed Nov 09, 2022 12:54 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
To celebrate the 10 year anniversary of IceBlink Engine (yes, it has been a decade already :D ), I thought I would try and do some streams on Twitch of me playing some of the modules. Maybe I'll play some of the earlier modules first. I'll be streaming on Sundays at 1PM Arizona time (I'm the same as...
- Wed Nov 09, 2022 12:49 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
It should be interesting however you are able to fit it in to the story and within the restrictions of the engine. Looking forward to it.
- Sun Nov 06, 2022 8:49 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
This looks great and haunting. Will you be adding new psionic spells/traits?
- Tue Sep 27, 2022 11:36 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I like the comparison toggle as well. Next up is to make all the UI elements load up the images from the module's "ui" folder and use those instead of the default ui images (assuming the module has a replacement image with the same filename). I will also need to think about using the build...
- Tue Sep 27, 2022 11:32 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
This looks and sounds amazing! I love the map and all the lore you have developed so far. I think Glooomwoood would be fine
or Gloomwood, either way is good
.


- Thu Sep 08, 2022 3:00 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
That is an interesting idea for a tool. I see how that could help with module building for those that are not doing all of their own custom artwork (like Zach).
Great to hear that the list is slowly getting smaller. That is a good sign because my lists are usually getting bigger, haha.
Great to hear that the list is slowly getting smaller. That is a good sign because my lists are usually getting bigger, haha.
- Thu Sep 08, 2022 2:55 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
Exciting news indeed, Zach! I don't know if I will have the IB Unity version ready by then, but hopefully the current version of IB (v203) is working well enough for Malkin's initial release. My goal with v204 (first IB Unity version) is to have it full compatible with the existing modules so no wor...
- Thu Sep 08, 2022 2:41 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted a quick update to show where I am at with the IB Unity Inventory Screen and get some feedback:
https://youtu.be/caNVeWIxZxU
It isn't a lot of progress since the last stream, but it is some progress
https://youtu.be/caNVeWIxZxU
It isn't a lot of progress since the last stream, but it is some progress

- Sat Sep 03, 2022 3:54 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Sounds great! I have been doing some coding on the weekends as time permits and streaming coding sessions on Sunday afternoons when I can. So some progress on my end, but slow 

- Sat Aug 20, 2022 10:03 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I am thinking of doing some recurring live streams of coding sessions as a chance to connect with the IceBlink community and also to keep me on a coding schedule :D I'll try and do either Saturdays or Sundays at 12:00 Arizona time. Tomorrow's stream: https://youtu.be/rM7kETVl3K8 Feel free to drop by...
- Sat Aug 06, 2022 7:52 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looking great! That was a funny video. The casters were not messing around 

- Wed Jul 27, 2022 1:13 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Fortunately I've now got it running again and I've now rectified that on cloud and memory stick. Phew! Something to think about would be to use GitHub desktop for your projects. It works great for having a free online backup and tracks all changes made to your module's folder so you can easily reve...
- Wed Jul 20, 2022 7:12 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Looks Anna sounds great! I have a bandage system that is built in to IBbasic that can be used or not by builders. It is a trait that needs to acquired. It basically sets the hp to zero. I had to make a number of changes to the code to make things work so IB would also need code changes, I don’t thin...
- Sat Jul 02, 2022 6:29 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks and sounds great! It also sounds like you are making good progress and maybe slightly ahead of projected schedule. I like the new conversation layout. Is it a module setting or a player setting for choosing the convo layout?
- Thu Jun 16, 2022 12:22 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Yeah for the June update and the new version of Hearkenwold. I guess I didn't get IB v204 done in time for the recent release, haha. Maybe IB v204 will be ready for the next release of Hearkenwold though
which I assume will be some time after KotC2 receives the Hearkenwold update as well.

- Thu Jun 16, 2022 12:19 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Yeah, estimating completion time is pointless for me too since I'm always way off, haha. Sounds like you have made some good progress and that is great. The last 10% taking 90% of the time sounds about right to me 

- Thu Jun 16, 2022 12:16 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Messed up my back last week so didn't get much done. Started working more on the inventory screen this week and have some parts working. I still need to address the tooltip item info location so that it is closer to the mouse location. I plan on having the party tokens on the right side of the scree...
- Fri Jun 03, 2022 10:07 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I'm not sure exactly on the timeline for v204. It depends on how quickly I can get everything working in Unity. It will also need some testing by module authors to verify that their modules are still working correctly. I'm trying not to change any of the underlining systems code and try my best to r...
- Mon May 30, 2022 4:02 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Here is a quick video to show some of the items I have been working on the past week or so. https://youtu.be/vvg2g6g0gBk The main map UI only has right clicking on portraits (doesn't actually change the party leader or switch tokens yet), journal button, and party button working so far. The log pane...
- Wed May 25, 2022 6:34 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Just a quick update: I’ve been busy at work with IB in Unity. I will post another video once I finish up the main map screen UI work (which is almost finished). Most of the button don’t lead to actual screens yet and I’ll work on those one at a time. I do have the conversation system and screen most...
- Fri May 20, 2022 8:01 pm
- Forum: IceBlink Engine
- Topic: removing effects in timeless areas
- Replies: 2
- Views: 40823
Re: removing effects in timeless areas
I'll have to look into that as having a zero time area wasn't really thought about when the system was setup. I'll add it to the v204 list. I can't think of a work around other than maybe passing a bunch of time on the first step after combat and then move world time back to the time before combat s...
- Tue May 17, 2022 4:37 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Quick update. I have been able to get some more work done with IB v204 (which will be using Unity). I have the area transitions working and area loading happens on demand instead of all at the start of the module. This means the module will load up very quickly (I still need to clean up some additio...
- Tue May 10, 2022 4:31 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Some more slow progress here as I try to learn Unity. Unity works very different from the way IB does for handling game loop and game object stuff so it is taking me a bit to get accustomed to the new way of doing things. So far I have the launcher screen working (the UI is mostly prototype and will...
- Thu May 05, 2022 8:58 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Looks like I need to do a check for a zero denominator before attempting to do the division. Rookie error on my part,
. Of course, with the Unity version, Unity handles the game loop so that shouldn’t be an issue in the future version v204.
- Thu May 05, 2022 8:40 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
This does sound exciting. How much revision would a Unity version of IceBlink require on the builder's end? I’m coding the Unity version so that it will not require any changes from the builder. That is the plan. It should only create new options. The only parts that may change are some of the tric...
- Mon May 02, 2022 4:44 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished importing all the scripts from IB to the IB unity version. Maybe I'll call the Unity version IB2 or IBu? I am going through all the imported scripts one-by-one and commenting out the parts that will need adjusting (draw and animation stuff mostly). So I have a lot of "TODO" part...
- Tue Apr 26, 2022 3:27 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Fog of war will work like it used to with black tiles covering unexplored squares. I will adjust the zoom in/out and panning to be limited to the map edges. I’ll have the panning by click + drag and keyboard as well. Maybe zoom could have a keyboard key as well.
- Tue Apr 26, 2022 3:57 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I've been slowly working on testing IB in Unity to see if it will work. I was able to get area loading and drawing the layers working (not shadows, Props, grid, FoW, etc. yet) plus zoom and pan. Nothing really implemented yet, just trying to see if the main parts will work. Unity has a built in Tile...
- Sun Apr 10, 2022 4:28 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I started playing around with the idea of a 3D version of IB. It would include the option to have 3D maps and 2D maps depending on the module's art style. It would be using Unity for rendering, audio, animations, and particle effects. So in theory, you could go pixel art style or full realistic 3D a...
- Sun Apr 10, 2022 4:09 am
- Forum: IceBlink Engine
- Topic: Problem and solution to DoConvo OnEndCombatIBS
- Replies: 6
- Views: 61496
Re: Problem and solution to DoConvo OnEndCombatIBS
I think you are correct. I haven't tried to dig through the PLW code since moving to the new version of IB (moved away from the winform version). It is very possible that it may not be working properly at this point. I know Karl had some basic behaviors working for props such as patrol and chase in ...
- Fri Apr 08, 2022 4:35 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I was having issues with OBS and it took me a few days to find a solution that kind of works (but it is ugly). I have to output desktop audio to headphones plugged into the laptop headphone jack and use the mic on my USB headset+mic. So yeah, I have two headsets going at the sane time :lol: Episode ...
- Tue Apr 05, 2022 6:09 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I posted another episode but the audio wasn't working (even though it seemed to be working in my headset). I think adding the camera may have messed up my audio settings so I'll need to do some short streaming tests tonight. I'll leave this "silent film" episode up for a day and then chang...
- Tue Apr 05, 2022 12:06 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I forgot to transition the scene to my screen. I also think that it messed up a previous video somehow when I deleted a version that was a test. I'll need to go back to the last good stream and start from there. I ended up in Asherim when I wasn't expecting to go there just yet.
- Sun Apr 03, 2022 3:07 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Okay, that is what I was thinking. I'll probably have a hotkey to toggle it on/off so I can quickly switch between modes depending on the attack being made or if I need to see the modifiers. I am looking at moving all the toggle buttons to a proper settings screen like I have in IBbasic now (see her...
- Sat Apr 02, 2022 4:28 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I'm not sure were Kelton Manor is located (can't recall) so I'll need to do some exploring around in the next episode :lol: Yes, those crits were well timed and most needed. Poll Question: In my streams, do you like having the d20 screen up to see the needed roll and the outcome or do you prefer the...
- Sat Apr 02, 2022 4:25 pm
- Forum: IceBlink Engine
- Topic: Problem and solution to DoConvo OnEndCombatIBS
- Replies: 6
- Views: 61496
Re: Problem and solution to DoConvo OnEndCombatIBS
Using triggers seems to be more robust, but I need to make sure that the same trigger code setup is working with Props since the purpose of props was that they are "moving triggers" in theory. In Karl's project living world feature, Props (people) have schedules and move all over the place...
- Sat Apr 02, 2022 4:41 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
New laptop is mostly setup now so I tested out the OBS settings to see if I imported them correctly. Seems like it was working so I can start the streaming and bug hunting again.
Episode 12 is up:
https://youtu.be/MWyGRB7aOQA
Episode 12 is up:
https://youtu.be/MWyGRB7aOQA
- Fri Apr 01, 2022 9:25 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Sounds like some great progress there! Are you using height maps for shading purposes or does it block movement as well? I haven't dug into that part of the code as of yet. I may need to have some toggles to use a more basic system or the more complex system as I try to debug some of the issues that...
- Sun Mar 27, 2022 5:53 pm
- Forum: IceBlink Engine
- Topic: Problem and solution to DoConvo OnEndCombatIBS
- Replies: 6
- Views: 61496
Re: Problem and solution to DoConvo OnEndCombatIBS
I'll add this to the list to investigate.
- Sun Mar 27, 2022 5:48 pm
- Forum: IceBlink Engine
- Topic: running script on enemy death
- Replies: 5
- Views: 53405
Re: running script on enemy death
I'll add this to the task list to investigate.
- Sun Mar 27, 2022 5:44 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Great to hear that the Win11 crashes have mostly gone away. I have been silent for a bit since I have been in the process of replacing my old laptop. I picked up a MSI ge76 raider from Costco on sale a few weeks ago. I didn't want to install much on it or log into many sites until I knew for sure th...
- Thu Mar 10, 2022 2:47 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Sounds like a lot of work, even if its maps are already largely tile based. But hats off to you if it means I can carry Hearkenwold in my pocket :) I'll have to test the tileset converter myself, but I imagine it'll produce unreasonably large files given how I've been drawing my maps until now. Tha...
- Wed Mar 09, 2022 3:31 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Now I can get back to my Hearkenwold Let's Play, updating IB, importing Hearkenwold to IBbasic (updating the import tool for that) , and maybe starting a Let's Play of The Elderin Stone in IBbasic. Hey, this is super late and out of the blue, but could you elaborate on that point? I figured IBbasic...
- Sat Mar 05, 2022 6:08 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Sounds like a great plan, Pongo! It'll give us a chance to try out the first chapter and make a few playthroughs. Looking forward to it.
- Sat Mar 05, 2022 6:04 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
June sounds great! The encounter looks tricky with getting off the stage in single file. Also, making some good use of attributes and the party chat is great fun. silver should work just fine on those were-trees, I'll try it out just to verify 

- Sat Feb 19, 2022 2:50 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Line of Sight bug OK! Its taken me a while to work it out but this one is sorted. In module properties, "heightBlocksSight" is automatically set to true. Disable it. Problem solved! I'm not sure its actually a bug. The option to use different heights on tiles looks great but I don't use i...
- Thu Feb 10, 2022 3:54 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Lords of Skaule, sounds great. I wonder if these Lords will become my friends or enemies... :D The swamps sound very inviting and cozy :lol: The map tiles, portraits and UI are coming together very nicely. I may try and clean up the way toggle buttons work, maybe have a single "settings" b...
- Fri Feb 04, 2022 9:50 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks like you are making great progress with Edinmoor already. I like the idea of lots of branching options as a player, but it is a ton of work as a builder :lol: My wizards will be happy with the robe selection there. I also like the idea of having the option to enter the Edimoor content a bit ea...
- Sun Jan 30, 2022 1:04 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Great video! That was a tough battle and one of the nastier gnoll encounters I've seen. Stay safe in that blizzard and I hope the power stays on.
- Sun Jan 23, 2022 7:11 pm
- Forum: IceBlink Engine
- Topic: sound/Windows 11 instability?
- Replies: 7
- Views: 63611
Re: sound/Windows 11 instability?
Thanks Zach! I'll work on converting IB to use the same sound system I am using with IBbasic which should help with many sound issues, hopefully. IBbasic has been slow, not a ton of interest at this time so I don't see any updates or new features happening right now. I'll be turning my focus back to...
- Mon Jan 03, 2022 10:40 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Congrats on the KotC2 update! I for one would love to see Edinmoor incorporated into the Hearkenwold campaign so I would vote for that option. I remember well when it was released for NWN2 and I believe you had a turn-based version as well, right? I did create an import tool that imports a NWN2 modu...
- Sat Dec 25, 2021 10:35 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Around 1989, I moved up (I feel it was a step up) from my c128 to an amiga 500 with the memory expansion card to a whole 1MB (512k + the expansion 512k). I was playing PoR on it and I could use the numpad to move in combat which was really nice compared to c64 mode movement in PoR. I got the memory ...
- Sat Dec 25, 2021 5:45 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Saw that on the Codex, very festive indeed and I do hope they open those super cool golden doors for us! Maybe there is more of that gold inside that they could spare 

- Sat Dec 25, 2021 5:44 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Yes, Merry Christmas fellow IceBlinkers! Always my kiddos favorite day, haha 

- Sat Dec 25, 2021 2:23 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
For use in an codex response:
- Sun Dec 12, 2021 10:41 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I updated the Android and iOS versions (v1.0.19) to include the new UI improvements from above. So now IBbasic v1.0.19 is available for PC, Android, and iOS. Now I can get back to my Hearkenwold Let's Play, updating IB, importing Hearkenwold to IBbasic (updating the import tool for that), and maybe ...
- Sun Dec 05, 2021 3:22 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Make sure to record it so we can watch

- Sun Dec 05, 2021 3:21 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looking great! Sounds like you have the conversion process down pretty well if it only takes a month or so. Is everything done manually in the conversion? Is KotC2 tile based or are the maps a single image?
- Thu Dec 02, 2021 11:57 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
This is great and I love hard to find quests because I am always trying to find them and I very much appreciate them :P Most of the great RPGs have lots of content that many (the ones who play fast and are not thorough) never see, but the "true" RPG players appreciate :D Chapters 1 and 2 i...
- Thu Dec 02, 2021 11:27 pm
- Forum: IceBlink Engine
- Topic: Saving throws in convos
- Replies: 5
- Views: 53001
Re: Saving throws in convos
I can add a saving throw check script similar to the way skill checks are done. For IBbasic, I want to add a pop-up dialog screen that does the dice roll for skill and saving throw checks in conversations. It would look similar to the IBbasic d20 screen in combat. I could do something similar in IB ...
- Sun Nov 28, 2021 5:53 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished the UI rework of the game and the toolset. I went with a slight combination of Options 1 and 2. All UI elements can be toggled on/off for the most part. I posted v1.0.18 (PC version) to the NW Vault for those wanting to see the changes and provide feedback. https://neverwintervault.org/pr...
- Tue Nov 23, 2021 2:49 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I've tried smaller buttons before, but it is hard for phones and fat thumbs :lol: RPG Crawler made me a video with a bunch of feedback and suggestions (is unlisted so non-public) on how to improve the UI for an app that is trying to work well for both PC and mobile. Of course that isn't really easy ...
- Sat Nov 20, 2021 4:30 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So RPG Crawler mention that one of the largest weaknesses of IBbasic is the interface and clutter. I'm not as experienced or well versed as Dorateen, Pongo, and others. Do you guys have any suggestions (maybe a mock up or description) of how to improve or revamp the interface to be more intuitive an...
- Sat Nov 20, 2021 4:25 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
It's funny how certain mannerisms will creep into descriptive text. A little repetition/exaggeration is OK I think especially where most of the "action" takes place in a text window, it helps the reader visualize the scene. Also, it is possible that a group of people in a small town will ...
- Sat Nov 20, 2021 12:44 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
We got a nice review from RPG Crawler about IBbasic. He has some good insight and feedback on needed improvements and the parts he liked.
https://youtu.be/5VfbjjN3KA8
https://youtu.be/5VfbjjN3KA8
- Fri Nov 19, 2021 11:05 pm
- Forum: IceBlink Engine
- Topic: sound/Windows 11 instability?
- Replies: 7
- Views: 63611
Re: sound/Windows 11 instability?
I wonder if you could test the PC version of IBbasic and see if it has the sound issues as well. It is using a different sound control library. If it works okay then I'll convert IB to use the same setup.
- Fri Nov 19, 2021 10:48 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
I've finished the rewrite and gotten stuck into making some new areas and quests. I'm working on a lizardmen camp at the minute and having fun pulling it together. One thing I noticed when redoing the convos is how often my NPCs sigh after saying something. They do it all the time, all of them! The...
- Fri Nov 19, 2021 7:49 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I just watched the latest stream, episode 11, and enjoyed watching your party work their way through Khyn. I'm guessing the wizard in the battle had trouble to target characters because the table in the middle blocked line of sight. Although it's curious he didn't move into a better position. I'll ...
- Thu Nov 18, 2021 3:37 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Dorateen! They’ll probably just be my projects or my conversions of IB projects like has happened in the past
. Which is fine because it may introduce some to the IB modules that may not have seen them otherwise.

- Thu Nov 18, 2021 12:23 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Yeah, I finished releasing IBbasic v1.0.17 and it can be found at the NW Vault for PC, Google Play for android, and Apple App Store for iOS (and should work on M1 macs).
- Wed Nov 17, 2021 12:39 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished a little early and Apple approved the update. I think I will release IBbasic v1.0.17 tomorrow evening so it should be officially out there on Thursday. That should give me some time on the weekend to fix any bug reports that show up.
- Tue Nov 16, 2021 4:35 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Dorateen for the input and insight. I submitted v17 to the Apple App Store for review with a setting to not release until the 19th. Apple takes longer to approve than Google Play so I needed to get a build out now. I'll post v17 to Google Play on Wednesday with a release date setting of the 1...
- Mon Nov 15, 2021 12:20 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I changed the IBbasic apply effects in combat system to check effects at the same time each round as they were applied. I was checking all effects at the start of each round and I think IB checks the effects stored on the creature/PC on their turn. The way I am doing it now is I record the move orde...
- Sun Nov 14, 2021 4:14 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So for IBbasic, I changed the sleep spell back to affecting everyone (not just those under level 4) and will instead rely on save checks. I updated the entire save check system in IBbasic to use the following formula: DC = effect DC (typically 10) + spell level (1-4) + caster's applicable attribute ...
- Sat Nov 13, 2021 4:48 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
That's a good point about the DC. I guess I was looking at the SRD and it has sleep affecting up to 4HD of creatures (4 1HD, 2 2HD, or 1 4HD etc.). I was playing The Elderin Stone and putting everything to sleep, but I just checked the sleep effect and it has "saveCheckType" set to "n...
- Sat Nov 13, 2021 3:35 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I've play testing and bug fixing the past few days. One thing I noticed is how overpowered the current sleep spell is. I created a new property for Effects called "worksOnLevelOrLowerOnCreatureOrPc". I know, not a very descriptive property name :lol: It basically is used to see if a creatu...
- Fri Nov 12, 2021 4:27 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Take your time, feel free to enjoy the exploration! Some good battles in that episode, including the goblin swarm. Perfect to show off area of effect spells like your wizard's Ice Storm. I loved the goblin swarm encounter, that was very satisfying for some reason and was a little scary/intimidating...
- Fri Nov 12, 2021 4:35 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Posted episode 10 of Hearkenwold. Some exploration and more arrows
Taking my sweet time before going to Kelton Manor, hopefully that is okay.

- Thu Nov 11, 2021 9:25 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
A couple of images for marketing and promoting the release date:
- Wed Nov 10, 2021 1:22 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Episode 9 is up with some good progress and new quest. https://youtu.be/6yFG0PvCO-U That was great. It is still fun watching how this party makes their way through the adventure. Thanks for playing! I don't get to play that much lately, so it has been fun to just play and not just be coding, testin...
- Tue Nov 09, 2021 5:13 pm
- Forum: IceBlink Engine
- Topic: sound/Windows 11 instability?
- Replies: 7
- Views: 63611
Re: sound/Windows 11 instability?
The one I’m using for IBbasic is an open source library, but most will still tie into windows media player for the underlining output. I’ll try and see if there is a good solution that uses directX or some other sound diver. I’m not that knowledgeable in the subject so I’ll need to read up some more.
- Tue Nov 09, 2021 2:29 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
- Mon Nov 08, 2021 10:12 pm
- Forum: IceBlink Engine
- Topic: sound/Windows 11 instability?
- Replies: 7
- Views: 63611
Re: sound/Windows 11 instability?
It could be windows 11 since we are using a sound player that uses Windows Media Player and maybe Win11 has issues with that. I don't have win11 to check with (my computer says it is too old like me, haha), but i'll do some looking into it with google searches. I've been looking to change out the au...
- Sat Nov 06, 2021 10:01 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I made a basic trailer for IBbasic. I blew through my entire budget of $0 on it :lol: Don't expect too much, but here it is... https://youtu.be/UEPS-h8LsUA I am planning on an Official Release date of November 19th, 2021. Hopefully some "streaming parties" and mini module competition to co...
- Fri Nov 05, 2021 8:00 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted IBbasic v1.0.15 to The NWVault and to Google Play. I'm having issues with iOS since they moved to iOS 15 and my old Mac Mini having issues updating Xcode to version 13. I may have to stop worrying about posting an iOS version for now. Most downloads come from Android and PC anyway and it'll...
- Fri Nov 05, 2021 1:31 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I think with the new Caster AI, some of the encounters with spell casters will be much harder. That encounter with the bugbear priestess is brutal now. Constantly being held and not having a chance to have a turn :lol: I'm interested to see how the tavern encounter goes. Hopefully the wizards are fr...
- Thu Nov 04, 2021 4:53 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I recorded episode 8 with some more progress, a couple of level ups, and some nice new gear.
https://youtu.be/zdOIJWpTTRQ
https://youtu.be/zdOIJWpTTRQ
- Thu Nov 04, 2021 4:09 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Sounds like some great progress and more focused scope. I'm looking forward to this one very much.
- Wed Nov 03, 2021 4:40 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Making some final tweaks to IBbasic v1.0.15 before release. I made some changes to the way triggers are placed and edited to make it more intuitive and avoid mistakes. I have also been play testing The Elderin Stone as part of my search for bugs.
- Sun Oct 31, 2021 7:00 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
December/January release for KotC2 sounds great! I use GOG so that is good he is releasing it on GOG. I'm hoping to have IBbasic ready for an official release in November. It is pretty much done for what I wanted in the initial release. I just need to play test it a bit more since I added the 3d/fir...
- Sun Oct 31, 2021 3:52 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks great Dorateen! The tinting feature is a nice addition. When do you think KotC2 will be officially released? Are there any tools you would need to help with the conversions from IB to KotC2 (image or data conversions)?
- Sat Oct 30, 2021 4:12 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished everything on the list for v204. I'll stream a few more play tests with Hearkenwold before posting v204.
- Thu Oct 28, 2021 4:40 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I fixed the damageAdder issue. I explained a bit in today's stream. Today's stream (ep7) was just showing some of the fixes and some of the still existing issues with the new advanced general caster AI. Most of the issues are with the move before casting system which is a real cool system when it wo...
- Tue Oct 26, 2021 10:20 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I added a property "useAdvancedCasterAI" to the module so that builders can choose to use the new "advanced" GeneralCaster AI or use the old GeneralCaster AI. This way, as I'm fine tuning the new AI, the builder can keep the old AI in their module until the advanced version is ac...
- Sat Oct 23, 2021 1:13 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Regarding the crows and that lightning misfire, I remember this was an issue when line effect spells were first introduced, and Karl fixed it. I have not seen that kind of behavior in a while. I just tested the battle in build 203, and the crows targeted the party without any problem. Do you think ...
- Fri Oct 22, 2021 10:18 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I started looking into adding the 3d view system to IB and it may be a bit challenging to modify the Area Editor. It looks like Karl made some changes to the area editor for maybe a Way Point system, but now the designer doesn't show up in Visual Studio for editing. I tried various ways to fix this,...
- Fri Oct 22, 2021 4:09 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Yes! The weather effects and the wonderful music add so much ambiance and feel to the areas and the module. They really are great additions. Playing others modules that don’t have music, it really stands out. I think music in a RPG is so important and often undervalued and under appreciated. Hope yo...
- Fri Oct 22, 2021 4:05 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Episode 5 (posted last night) has the near ally ac bonus turned on. I’ll turn it off in future episodes, I just wanted to show how it works in the one episode. There are pros and cons to spreading your party out with this system. And the enemies in swarms are more difficult to hit so AoE spells come...
- Fri Oct 22, 2021 12:21 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I think the conditional based bonus makes sense. My thought was that when close together, you don't have to focus your defense on as many sides so you AC would be higher. Also, it adds additional strategy to position on the combat field and which enemy you attack (the middle one is more protected th...
- Thu Oct 21, 2021 4:27 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I think I’ll add the adjacent ally AC bonus system to IB and make it a module setting so the author can choose to use it or not. The way it works is that a PC (or creature) gets a bonus to their AC for each ally that is in an adjacent square to them. This creates some benefit to staying close to eac...
- Thu Oct 21, 2021 4:45 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Thanks Dorateen! I'm enjoying my playthrough and finding all kinds of new things that I hadn't seen before that must have been added since my last play through. I posted episode 4 just now and I'm in the town of Witchlight.
- Thu Oct 21, 2021 4:41 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
It looks like the bonuses from items was being counted correctly, but not from effects such as prayer. I tried to clean up the calculation a bit so it is easier to follow the code going forward. I think I have everything accounted for now and I updated the d20 screen to show all the modifiers. publi...
- Wed Oct 20, 2021 4:22 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I'm trying to track down a few attack modifier calculation bugs so no streaming tonight. I not sure if modifiers from items or effects are being added into the attack modifiers so I'll need to verify that and fix if needed.
- Tue Oct 19, 2021 10:29 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
That makes sense to leave the short swords as is so as to make future found weapons more special. Episode 2 and Episode 3 summary: Explored more of the goblin cave and eventually confronting their very large leader: CaptureEP2_01.PNG CaptureEP2_03.PNG CaptureEP3_02.PNG I then returned to let Khas kn...
- Tue Oct 19, 2021 4:33 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Episode 3 is up. I fixed the twoweaponfighting trait for Hearkenwold as seen in ep3. The Effect didn't have values assigned to the properties so I fixed that and now it works correctly: twfL1: "twoWeaponFightingMainHandModifier": 2, "twoWeaponFightingOffHandModifier": 6, twfL2: &...
- Mon Oct 18, 2021 4:41 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Episode 2 of my Hearkenwold Let's Play is up: My thief and the cleric hit level 2, yeah! We had to make one trip back to the castle so far, but the rolls are getting better now :lol: https://www.youtube.com/watch?v=_uBTBAWiY0U I think the two weapon fighting is not working correctly in Hearkenwold. ...
- Mon Oct 18, 2021 2:39 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I noticed on its turn, the spider did not cast web. Is that because your characters moved in to melee range? So it looks like I was only checking for effects from the spells effect list and not for the event where the spell uses the spellEffectTag instead of the spellEffectTagList. IBbasic only use...
- Sun Oct 17, 2021 4:46 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I started a Let's Play of Hearkenwold (IB v204) and posted the first episode: https://www.youtube.com/watch?v=tN8iymQ76Q8 Here are a couple of screenshots from episode one showing my party, the new d20 screen (can be toggled off/on depending on your interest in using it or not), and an early encount...
- Sun Oct 17, 2021 3:24 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I'll have to look at the spider encounter again to see what happened. If it is a GeneralCaster and has 100% casting, it should cast a spell unless there is no spell that passes the criteria for optimal use (may try and save SP for a later round unless if optimal). You don't have to use the direction...
- Sun Oct 17, 2021 4:25 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
- Sat Oct 16, 2021 4:27 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Okay, here is with a full background (just a mock-up and not perfectly done) which builders can use their own of course: IB3Dmockup03.png Also, the way the backdrop image in the 3d view works is you can have a single backdrop (88x88 image) or have directional and time of day (352x352 image) like bel...
- Sat Oct 16, 2021 3:13 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
How about this version? I scaled down the mini-map and made the move arrows the size of the other buttons which they would have been anyway.
- Fri Oct 15, 2021 11:41 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Here is a mock up idea, what do you think? I would maybe have more stone background parts with the normal IB UI on top instead just the black background areas. The "frame" image would be a single image that each builder could switch out to whatever they want to use and the normal IB UI wou...
- Fri Oct 15, 2021 7:42 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I'm thinking of turning back on the 3d view option in IBbasic and I will need to add some additional functionality to the built-in art editor. So I have a few poll questions. POLL QUESTIONS: -Did you like the 3d view in the old IBbasic and would you like to see it turned back on (the code is still i...
- Wed Oct 13, 2021 12:54 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Well, you know our motto around here, “any progress is progress” and “we have no deadlines and we like it that way”. But it does sound like the note taking on the trains will come in handy, I like simplifying, it helps me avoid scope creep 

- Tue Oct 12, 2021 4:47 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I started adding the d20 screen option to IB. I also added the system that splits up multiple attacks so you make the attacks separately and can even be on separate targets. If you still have move points, you can even move after the first attack before the second attack. The background and gold fram...
- Mon Oct 11, 2021 3:11 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I copied over the code for the new General Caster AI into IB and started to play test it in "Proving Grounds" module. So far it seems like it is working as intended, but it'll need more testing I'm sure. I'll post it as v204 once I get a few bug fixes in as well. For v205, I'll try and add...
- Sat Oct 09, 2021 7:03 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted version 1.0.14 which should be the last beta version of IBbasic. Once all the bugs are found and fixed, I be able to release the first official (non-beta) version of IBbasic, yeah! :D It is here at the NW Vault for PC: https://neverwintervault.org/project/iceblink/other/tool/iceblink-basic-...
- Fri Oct 08, 2021 10:19 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
This is great! I am almost finished adding the last parts to IBbasic from my todo list and then I will focus on IB. I will want to add some of the IBbasic features to IB before I start my Let's Play of hearkenwold like the new Caster AI, more save slots, d20 screen, and maybe the encumbrance system ...
- Fri Oct 08, 2021 10:15 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
That's a good point. I could implement a screen that is similar to the "shop" screen where you can move items back and forth from a container. Probably have a button on the container screen that says "Place Items" which will take you to the "shop" like screen. I think c...
- Fri Oct 08, 2021 5:40 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
POLL QUESTION: I am thinking of adding an encumbrance system to IBbasic that is at party level. It would sum up the strength bonuses of each PC and compare to the total weight of all equipped items and items in inventory. This assumes that the party will distribute the load so that everyone is equa...
- Fri Oct 08, 2021 5:01 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I updated IBbasic to now have area music and area ambient sounds. The ambient sounds just loop forever, but the area music has a random delay time between 1 and 10 seconds plus whatever default delay time the builder selects for that area. So if the builder selects a value of 60000 ms for the delay ...
- Fri Oct 08, 2021 2:26 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added a tab feature to the IBbasic toolset so it works similar to the IB toolset where you can switch quickly between open areas, convos, and encounters. The "X" button will save the module and close all open areas, encounters, and convos (basically "closing" all tabs). The &qu...
- Thu Oct 07, 2021 4:20 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
10 saves is nice. Would it be possible to fit the text for the Server save into the farme of the button? Maybe all lowercase letters, if that would help fit? Other than that, looks good. Lower and Upper case take up the same space in IBbasic (the font is really just bitmap images). Maybe I should c...
- Thu Oct 07, 2021 3:30 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I adjusted the save/load screen to allow one serversave, one autosave, and 10 regular saves:
What do you think?
The autosave will trigger before each encounter and when called by the module author via script (either trigger script or conversation action).
What do you think?
The autosave will trigger before each encounter and when called by the module author via script (either trigger script or conversation action).
- Tue Oct 05, 2021 10:11 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Made a boatload of bug fixes and engine improvements in IBbasic over the past two days with the help of my family beta testers :lol: I updated the IBbasic feature/bug board to show all the bugs fixed and the remaining ones to fix. https://www.iceblinkengine.com/ib_forums/viewtopic.php?f=10&p=965...
- Sun Oct 03, 2021 10:48 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
A lot of play testing today in IBbasic and I found lots and lots of bugs :lol: My wife and kiddos helped with the bug hunt as well. Tomorrow, I'll have some bug fixing to do and another version to release for beta testing, v1.0.11. I have The Elderin Stone posted as well for testing as I made a play...
- Sat Oct 02, 2021 5:42 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Made a few bug fixes while testing The Elderin Stone. The link below for IBbasic v1.0.10 includes updated modules included so a bit larger download: https://drive.google.com/file/d/1NZ7r8pxiSsskobWDNNdPjtIC7-wwtoOU/view?usp=sharing I'm still searching for bugs and play testing. I may do a few stream...
- Sat Oct 02, 2021 1:55 am
- Forum: IceBlink Engine
- Topic: Maximum Spell Points
- Replies: 5
- Views: 49990
Re: Maximum Spell Points
The above routines check for stackable trait effects to stack, but for non-stackable, it uses the highest value. It also looks like the item bonuses stack, but they are then compared to the highest non-stackable trait effect and the higher value gets used. This needs to be fixed so that the item val...
- Fri Oct 01, 2021 7:26 pm
- Forum: IceBlink Engine
- Topic: Maximum Spell Points
- Replies: 5
- Views: 49990
Re: Maximum Spell Points
I'll need to review the two routines a bit and see if I am missing something, but my initial thought is that passive traits could be double counted. It looks like one of the two routines looks at bonuses from equipped items and taits and the other just looks at traits (but they get added together so...
- Fri Oct 01, 2021 7:05 pm
- Forum: IceBlink Engine
- Topic: Maximum Spell Points
- Replies: 5
- Views: 49990
Re: Maximum Spell Points
I am not aware of any cap on SP or HP. I'll have to dig into it a bit to see if there is anywhere in the code that may have caused this. EDIT: after looking at the most probably code that would set the MaxSp, it seems that there could be some interactions with item effects or trait effects. I also s...
- Thu Sep 30, 2021 1:11 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted the latest version of IBbasic (1.0.09f) to the NW Vault: https://neverwintervault.org/project/iceblink/other/tool/iceblink-basic-enginetoolset Please play test if you have any spare time. Of course, we are all busy, so no expectations or pressure from me :lol: The next release will be the o...
- Fri Sep 24, 2021 9:40 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
If anyone wants to help test the current IBbasic build see below link:
https://drive.google.com/file/d/1liAXWw ... sp=sharing
https://drive.google.com/file/d/1liAXWw ... sp=sharing
- Fri Sep 24, 2021 4:17 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
Poll Question: Would you prefer that I make the new "GeneralCaster" AI to automatically replace the existing GeneralCaster AI or would you prefer that the new AI be called GeneralCaster2 and the builder would need to manually change caster AI setting to point to the new AI if they want to ...
- Fri Sep 24, 2021 4:11 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So today I did some play testing of The Raventhal and The Birthday to make sure they still work well with all the new additions to the IBbasic engine. There were a couple of minor bugs that I was able to fix easily enough. There is an issue with the pathfinding that I still need to figure out. I pla...
- Fri Sep 24, 2021 1:05 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
Yeah, I think I still need to add the check for isSilenced in the part where they try to cast a spell. That should be in v204.
- Thu Sep 23, 2021 12:59 pm
- Forum: IceBlink Basic Engine+Toolset
- Topic: IBbasic Feature Board
- Replies: 6
- Views: 140229
Re: IBbasic Feature Board
Yeah, I “removed” the 3d feature in the new version of IBbasic just to keep everything more simple. The code is all still there, just commented out the parts that link to it. I wanted to make the new version more focused, polished, and more final looking so I revise the project scope. I think I have...
- Wed Sep 22, 2021 4:38 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
I made a short video to show the addition of the "move before casting" feature. There are still some anomalies that need tweaking and some better decision making that needs to be added in, but I think it is going well so far. What do you think?
https://youtu.be/yRNDzVile60
https://youtu.be/yRNDzVile60
- Mon Sep 20, 2021 4:41 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
I was able to get the move before casting working. Now the caster will find the best possible location/target for the selected spell and move to the closest location that will work to cast from. It still has a few weird moves every once in awhile that I'll have to figure out, but for the most part i...
- Wed Sep 15, 2021 4:41 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
I made a short video to show where I am at with the new General Caster AI. I walk through the basics of the code first and then do a demonstration of the code in action with the combat test module:
https://youtu.be/tVlhczrD0LY
What do you think so far? I'll make more videos as the code progresses.
https://youtu.be/tVlhczrD0LY
What do you think so far? I'll make more videos as the code progresses.
- Tue Sep 14, 2021 4:04 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
After some more testing, it looks like the AI is working as expected. I added in some more randomness to the spell selection from within a category (heal, damage, buff, debuff) and within a major and minor group. The AI also looks at trying an AoE spell first (only uses it if enough targets are in t...
- Tue Sep 14, 2021 3:57 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Looking great! The tile animation, the trap system, and the wondering imps are a nice touch. I like the suggested features of traps triggering an explosion animation or other ending Fx. I think there is a way to trigger audio using a script trigger [gaPlaySound.cs(parm1)]. I think there used to be a...
- Sun Sep 12, 2021 4:48 pm
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
I finished all the code parts for the new General Caster AI. I still need to add a few more features like moving first if needed to cast to the optimal square (that will require some decision memory tricks). Now I'm testing it out in the Proving Grounds module. I created a test wizard that has a lot...
- Sat Sep 11, 2021 2:52 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
I have three of the four parts of the Random option completed. I just have the debuff part left to do. I am hopeful that I will have that completed this weekend and can start setting up the test encounter(s) to debug the new code.
- Wed Sep 08, 2021 12:51 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
I'm not sure if dimension door is working or even setup properly for creatures. I'll look into that.
- Wed Sep 08, 2021 12:49 am
- Forum: IceBlink Engine
- Topic: v203 Bug: Damage adder
- Replies: 3
- Views: 42256
Re: v203 Bug: Damage adder
I'll look into that, but it does seem like it is missing the damage adder.
- Mon Sep 06, 2021 2:10 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
More progress on the General Caster AI. I have the first two parts completed, the Defensive and Responsive options. Next up is the last option, the Random option. //if rand(100) > 30 and not silenced then cast spell // if rand(100) > 30 use Defense spell // if does not have a defense spell active //...
- Sat Sep 04, 2021 10:39 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
That sounds like a plan, I'll wait for the next update before starting a Let's Play. I still need to finish up the General Caster AI in IBbasic and add it to IB as well. I also hope to have some of the bug fixes on the todo list done as well by the end of the month.
- Sat Sep 04, 2021 5:50 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks great (minus the 11 attacks part :lol: )! Looking forward to the October-ish release date. Which version of IB will be packaged with it? Is Hearkenwold at a good place for me to start a Let's Play? So far, when I stream a play through, I often find engine bugs and they are recorded so I can ma...
- Sat Aug 28, 2021 12:06 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
Hey life stuff has been keeping me occupied for awhile, but checking in and seeing this thread is very cool! Even replaying some IB classics with these mods will be really fun. I agree, it will definitely make the casters more challenging and threatening. Leveling up, spell selection, party configu...
- Mon Aug 23, 2021 10:58 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I noticed that when going through the inventory to see the feathers, it seems that the yellow frame that is supposed to show which items are equipped is showing on all pages in the inventory and not just on page one. Another bug it looks like 

- Sun Aug 22, 2021 7:58 pm
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
Here is what I have so far for scoring a damage type spell with weighting. I still think I could add different weighting for for PCs with high HP vs. low HP. I removed some code for easier reading here. public int ScoreOfDamageSpell(Creature crt, Spell spl, int casterWeight, int crtWeight, int pcWei...
- Fri Aug 20, 2021 9:48 pm
- Forum: IceBlink Engine
- Topic: Bug Report: Convos with moving props
- Replies: 2
- Views: 36856
Re: Bug Report: Convos with moving props
The code for handling tile triggers and prop triggers are two separate routines so it could be that the prop trigger routine has the error. I'll add it to my list of bugs to look at.
- Tue Aug 17, 2021 4:42 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Everything looks to be coming together so nicely! The portraits, tokens, tiles, spell icons, background, and UI elements are very cohesive and well polished. I understand the working on the fun stuff and avoiding other aspects. I don't enjoy tracking down and fixing bugs as much as working on cool n...
- Tue Aug 17, 2021 4:32 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
I've been doing some reading/research on game AI and there are some really complex structures that could be used, but I think I will stick with the more simple method of decision trees. I started detailing out a bit of the General Caster: //if rand(100) > 30 and not silenced then cast spell // if ra...
- Sat Aug 14, 2021 4:02 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Making some progress on the improved caster AI. I am currently working through the General Caster AI and upgrading it based on the notes from the Caster AI thread. Nothing really to show just yet, but I think I have a framework of code that should work. I'm sure the other AIs will be easier once a c...
- Fri Aug 13, 2021 10:06 pm
- Forum: IceBlink Engine
- Topic: Flatfooted
- Replies: 3
- Views: 40849
Re: Flatfooted
How does 'flatfooted' work? At the minute the monsters seem to always get flatfooted at the start of combat, giving the PCs a free attack round. What should I tweak to give the monsters a chance of winning 'flatfooted' and getting the advantage? Is it possible to turn flatfooted off for certain enc...
- Fri Aug 13, 2021 4:21 pm
- Forum: IceBlink Engine
- Topic: Flatfooted
- Replies: 3
- Views: 40849
Re: Flatfooted
I’m not sure how that system works, Karl created that. I’ll dig into the code and see what I can find.
- Thu Aug 12, 2021 1:29 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
I think that sounds like a great approach. I'll have a bunch of helper functions checking for all the types of situations, available spells and SP, and current status effects. Then in the if-then code we can call on these functions to help with the decision making like you have laid out. Each caster...
- Wed Aug 11, 2021 4:14 am
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Re: Creature Caster AIs
These are great Pongo! Added them to the top post. I started working on some of the utility functions for checking existing effects: public bool hasDefenceEffectCurrentlyActive(Creature crt) { foreach (Effect ef in crt.cr_effectsList) { if (ef.acModifier > 0) { return true; } else if (ef.modifyDex >...
- Mon Aug 09, 2021 10:18 pm
- Forum: General IceBlink Project Discussions
- Topic: Creature Caster AIs
- Replies: 32
- Views: 162502
Creature Caster AIs
UPDATED: Aug 9, 2021 This will be where we work on Creature AIs that will be used in IBbasic and IB: Aggressive Caster 1. starts with a personal defence spell (stoneskin, mirror image etc). 2. 90% chance that the caster moves straight into a damage spell: - Will cast AoE spells if player character n...
- Mon Aug 09, 2021 10:15 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Good idea Dorateen on checking to see if moving first would increase the effectiveness or availability of a spell. Pongo, all of the ideas you suggested should be doable. For me, programming AI (I'm no expert and there is probably a better way) is just like a flowchart with decision points and some ...
- Mon Aug 09, 2021 4:37 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Pongo! I finished copying over all the summoning system code from the IBbasic PC version over to the IBbasic xamarin version (UWP, Android, and iOS). I always program the PC version first because it is sooo much faster to build, change code while running, and debug than the xamarin version. O...
- Sat Aug 07, 2021 4:25 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished the summoning and animal companion systems for IBbasic. Everything is up and running now. Here are the new spell selections for druids, wizards, and clerics with their new summon spells: IBbasic35.png IBbasic36.png IBbasic38.png The module builder can select the maximum number of summons ...
- Fri Aug 06, 2021 2:50 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Haha
, oops, I forgot to add that check for the off hand, adding to my list.
- Thu Aug 05, 2021 10:23 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
It is so hard to make a module well balanced. I tend to try for a challenging module/campaign that may take a couple "restarts" to fine tune your party. I don't want it to be too easy where it gets boring, but if it is too hard, people may give up. I'm okay with the less interested players...
- Thu Aug 05, 2021 4:32 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Dorateen!
Today I created all the parts for the summon creatures (weapons, hides, Player files). I now need to create the Effects and Spells for animal summoning (1-3), monster summoning (1-3), and Animate Dead (plus the spell icons as well).
Today I created all the parts for the summon creatures (weapons, hides, Player files). I now need to create the Effects and Spells for animal summoning (1-3), monster summoning (1-3), and Animate Dead (plus the spell icons as well).
- Wed Aug 04, 2021 10:34 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Nice review of Hearkewold KotC2 here:
https://www.rpgwatch.com/forums/showthr ... 490&page=3
comment #59
https://www.rpgwatch.com/forums/showpos ... stcount=59
https://www.rpgwatch.com/forums/showthr ... 490&page=3
comment #59
https://www.rpgwatch.com/forums/showpos ... stcount=59
- Wed Aug 04, 2021 5:03 pm
- Forum: IceBlink Engine
- Topic: calendar/worldtime question/bug
- Replies: 4
- Views: 45695
Re: calendar/worldtime question/bug
I’m not familiar with the calendar system. It sounds like a bug or maybe the system needs some additional functionality. I’ll add it to my list 

- Wed Aug 04, 2021 4:11 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Welcome back from Greece! I hope it went well! Not a whole lot to catch up on as I am still moving at our normal IB coding speed :lol: I was able to finish up the animal companion system: Animal Companions for Druids: IBbasic33.png Animal Companions for Rangers: IBbasic34.png Next up are the summoni...
- Tue Aug 03, 2021 3:15 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Today I finished the wolf animal companions, all three versions. I still need to make an appropriate Trait icon images. I'll probably use the animal companions' head image from the tokens.
- Mon Aug 02, 2021 4:31 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I was able to find a bit of time to work some more on the IBbasic summoning system. I created a "creature" class and a "creature" race and then I created specific "weapons" and "armor" for each summon. The armor/hide is where I have some of the unique data suc...
- Sat Jul 31, 2021 6:52 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
The starting towns of Tull and Culcheth are sounding great so far with lots of lore and hints at things to come as well. SOunds like waiting until chapter 2 is ready is a good plan. Do you plan on releasing in chapters like Hearkenwold has been doing (that would be great if the story allows for that...
- Sat Jul 31, 2021 2:46 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
It is the effect's spriteFilename
I think the way Karl has it setup currently is that a square can only have one effect on it at a time so the last effect added to a square is the one attached to it. I'll dig into the system a bit more and see if I can adjust it... I'll add it to my task list.
I think the way Karl has it setup currently is that a square can only have one effect on it at a time so the last effect added to a square is the one attached to it. I'll dig into the system a bit more and see if I can adjust it... I'll add it to my task list.
- Tue Jul 27, 2021 3:25 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I adjusted the size of animal companions to be a bit larger (they are slightly scaled down versions of the large creature tokens). For testing, I had the ranger summon 4 random animal companions and she ended up with the following (panther, 2 wolves, bear): IBbasic32.png So I think everything is wor...
- Sun Jul 25, 2021 11:41 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Here is a screenshot after summoning 3 bears to join the party. I set the animal companion summon (a once per day Trait) to summon 3 bears just to test multiple summons (normally it will be one companion and they will stay for the whole day). You can see the bear images on the portrait of the person...
- Sat Jul 24, 2021 4:02 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
This looks and sounds great, slowdive. Just wanted to make sure, the new system would not interfere with existing scripts and effects used in the PC version to summon creatures? It was a bit limited, and I would probably switch over at some point to the new way you are setting up summons. But for n...
- Sat Jul 24, 2021 3:40 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
notes to self: druid: boarL1(1)/L2(4)/L3(7), wolfL1/L2/L3, bearL1/L2/L3 summon animal 1(3)(wind)(1-2 wolf,direrat), summon animal 2(5)(disease)(1-2 wolf,snake), summon animal 3(7)(1-2 bear,snake) ranger: wolfL1(4)/L2(7), pantherL1/L2, bearL1/L2 wizard: summon monster 1(3)(vocalize)(1-2 kobold,goblin...
- Fri Jul 23, 2021 4:32 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Deep into the summon system for IBbasic at the moment, still a lot of work to do, but it is starting to come together.
- Thu Jul 22, 2021 8:01 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Definitely will need to have a function to unsummmon any summons tied to a PC that goes down and have creature AI target those summoners depending on their AI type. We could also have a module setting that limits the number of summoned allies at one time in the party.
- Thu Jul 22, 2021 3:03 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
All audio features are now working. I have two more tasks to complete before v1.0.09 (which may actually be 1.1.09, the official release) is ready. Summoning and Creature AI improvements. I am going to start with summoning and I may do it a little different than what is used in IB, I'm not fully dec...
- Wed Jul 21, 2021 10:34 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Made the switch to 203! Sorry if this is easily addressable already: I have a companion who gets poisoned, his HP drops to -20, and he DIES! I continue to get the same message of his HP dropping and his DYING with every step since the poison effect doesn't disappear upon death. Is it possible to ei...
- Wed Jul 21, 2021 4:39 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
YEAH! Now I can hear the wonderful music from The Raventhal again (main map and combat) in IBbasic
And here is the Sound Setting Screen for IBbasic: I still need to code the part that updates the sound player's volume level when changed, but that should be simple.

And here is the Sound Setting Screen for IBbasic: I still need to code the part that updates the sound player's volume level when changed, but that should be simple.
- Wed Jul 21, 2021 2:20 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I think I have the audio system figured out for IBbasic and I will also use it for IB as well. It seems to be more robust and should fix some of our inconsistencies with audio failing to play at times. I am also going to add the option for a titleMusic property so you can select music for the title ...
- Tue Jul 20, 2021 4:12 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Yesterday I added back in the head and ring2 slots to IBbasic so now there are six total item slots to equip. Today I started working on getting the area and combat music working for IBbasic. I am using the SimpleAudioPlayer API and if it works out well and is reliable, I will use it for IB as well.
- Sun Jul 18, 2021 3:21 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I fixed the formatting of the riddle. Well, I had make a few adjustments based on screen size to prevent scrolling. the original text was the following: If seven candles light the hall,\nAnd seven stars the way;\nAnd seven fires, all aglow,\nMake nighttime's blackness day;\nHow many lights are brigh...
- Sun Jul 18, 2021 1:57 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Thanks for the v203 update! I've been playing around with it a bit. I haven't been able to replicate the inventory bug, so that's great. And all my conversation scripts are working, so that's great too. I'm still getting the reset bug when using free and swift actions in combat. Here's a clip. You ...
- Sun Jul 18, 2021 12:38 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
Thank you to Ivan (cartons) and Zach for stopping by and hanging out during the IB stream of The Birthday today. That was a lot of fun and I need to do a better job of reading the chat as I play. I seem to get caught up in playing and forget to look at the chat, haha. Again, I am mostly doing the st...
- Sun Jul 18, 2021 12:27 am
- Forum: IceBlink Engine
- Topic: IB Test Build Releases
- Replies: 9
- Views: 73300
Re: IB Test Build Releases
I have v1.0.203 ready for testing: + [Done v203] issue with the inventory showing only the first 20 items. You can use the filter to show more. + [Done v203] swift action, free action resets movement sometimes + [Done v203] verify that all scripts are still there and working (from v195 to v200, some...
- Sat Jul 17, 2021 8:31 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Thank you for the offer, slowdive. I'd hope such a run-of-the-mill issue wouldn't have to suggest such an extreme solution, and in this case, just talking about it with you guys gave me the opportunity to look at the problem with a new perspective. Somewhere along the way, I had changed the resref ...
- Sat Jul 17, 2021 4:31 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I've been making some progress on the following IB bugs: +[for v203] issue with the inventory showing only the first 20 items. You can use the filter to show more. +[for v203] swift action, free action resets movement sometimes + [Done v203] verify that all scripts are still there and working (from ...
- Fri Jul 16, 2021 7:11 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
The easiest and most effective way to track down these bugs would be if you could send me your module folder and a savegame file to use just before the bug happens. I can then run the module inside of Visual Studio and find out exactly what is happening. You could send me (either via email or using ...
- Fri Jul 16, 2021 4:16 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Another bug for the list -- this one I've been aware of for a while but keep forgetting about it. The inventory shows only the first 20 items. You can use the filter to show more; my guess is that doing this would still show only the first 20 filtered items, though I haven't checked. Luckily, I don...
- Thu Jul 15, 2021 10:13 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
https://pasteboard.co/Kbkluoh.png Hey, unsure if this is a bug related to an update or error on my part, but I'm getting this bug report when attempting to run a SummonAlly script in an encounter. I'm pretty sure I got this to work in a previous version, and that I'm using the correct notation of &...
- Thu Jul 15, 2021 3:57 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
The past few days I have been going through databases of portraits. I now have selected 330 portraits for use in IBbasic for your PCs. So now we have a good selection of tokens and portraits. The portraits are a higher resolution than what I was using before (110x170 vs 55x85). The pixel sizes don't...
- Wed Jul 14, 2021 1:09 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
That could work. I'll have to look into that and see if that would be possible.
- Mon Jul 12, 2021 10:18 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
A minor bug -- during character creation, changing a character's race after class selection resets the class, even if that class is allowed for that race. The biggest downside of this bug is that players may not notice (as I have sometimes not noticed) the change -- They finish character creation w...
- Mon Jul 12, 2021 10:13 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I'm really enjoying this! You (and your cohost) are doing a great job. I'll try to watch the next one live, schedule permitting. Thanks Zach for watching and for The Birthday (and H&C too). I have been streaming around 9PM AZ time on weekdays and 2PM AZ time on Saturday. I am mostly streaming s...
- Sat Jul 10, 2021 6:14 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I'm going to be streaming my play through of The Birthday (ep 1) today at 14:00 AZ time (UTC -07:00). I created a calendar event from the IceBlink Engine YouTube Channel:
https://youtu.be/lRLNrLGYmGI
https://youtu.be/lRLNrLGYmGI
- Sat Jul 10, 2021 5:06 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I finished my play through of The Raventhal:
https://youtube.com/playlist?list=PL7S3 ... 2e8vSdYL-U
Next up, I will be playing The Birthday.
https://youtube.com/playlist?list=PL7S3 ... 2e8vSdYL-U
Next up, I will be playing The Birthday.
- Fri Jul 09, 2021 11:27 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Started working on increasing the number of PC tokens to choose from. Here is what will be available in IBbasic in v1.0.9:
- Wed Jul 07, 2021 4:33 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Awesome, thanks. I'll upload more if and as I find them -- doing a lot of testing right now. Thanks for the extensive testing, that will be a huge help in tracking down as many outstanding bugs as possible. I’m hoping to have a very stable IB version 1.1.xyz out once we tackle all the bugs. Then I’...
- Tue Jul 06, 2021 10:13 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Another bug for the list -- this one I've been aware of for a while but keep forgetting about it. The inventory shows only the first 20 items. You can use the filter to show more; my guess is that doing this would still show only the first 20 filtered items, though I haven't checked. Luckily, I don...
- Tue Jul 06, 2021 4:41 am
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I started a play through of The Raventhal in IBbasic. I am playing a Druid (I wanted to try out some of the new classes, spells, and features) and so far I had a rough run of bad rolls in my first encounter, but I survived after using up some precious resources (two spells and a healing potion). htt...
- Mon Jul 05, 2021 7:37 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Okay, I just checked the IBbasic code and compared to IB code. I see that in IBbasic I do a check to see if the PC has a trait with the tag "twoweapondefense1" or "twoweapondefense2" instead of using an Effect that has a property for two-weapon defense. I'll need to add this code...
- Mon Jul 05, 2021 3:14 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I finished Blackwinter last night:
https://youtu.be/cZ7zQjzXX-8
Tonight, I will be starting a playthrough of The Raventhal in IBbasic. I may try out some of the new combat mechanics by playing either a two-weapon fighting ranger or maybe a druid.
https://youtu.be/cZ7zQjzXX-8
Tonight, I will be starting a playthrough of The Raventhal in IBbasic. I may try out some of the new combat mechanics by playing either a two-weapon fighting ranger or maybe a druid.
- Sun Jul 04, 2021 3:13 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
That sounds great! I am looking forward to making another run through Hearkenwold with all the new features. I'll probably stream my play through since, so far for me, that seems to be easier to do than recording and uploading.
- Sun Jul 04, 2021 2:33 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Awesome! Who will have two-weapon fighting traits and at what levels? I also had a trait called "two-weapon defense" that increases AC when using two weapons, kind of a parry type thing I guess.
- Sun Jul 04, 2021 1:13 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
Re: IceBlink Engine Streaming
I was streaming for about an hour last night playing Blackwinter on IBbasic. Check it out and see how I did…you can fast forward through all my reading if you like. It has been awhile since I actually read through everything since I always seem to be in testing mode and going fast. So this time I we...
- Sat Jul 03, 2021 5:04 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Thanks, yes I have the two weapon fighting trait in. I still need to do the finesse trait and light weapon properties. I'm sure it will be no trouble, I just need to get around to it. I was talking more about finesse weapons. Finesse weapons use dexterity instead of strength for the attack roll mod...
- Sat Jul 03, 2021 3:49 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
This looks so good Dorateen. I'm sorry to hear about your Pali :lol: , but I guess it is only fair that they get luck sometimes too. The maze looks fun and I suspect I will get lost a few times :D . I'm not sure about the giant lynx, shouldn't we try talking to it first (I remember that cartoon from...
- Fri Jul 02, 2021 1:09 am
- Forum: IceBlink Engine
- Topic: IB Test Build Releases
- Replies: 9
- Views: 73300
Re: IB Test Build Releases
Thanks, slowdive! I will check it out this weekend. edit: I just wanted to confirm, the issue has been fixed. No more exceptions and the force rest script runs, with higher level party. Thanks for checking this Dorateen and I'm glad to hear that it is working for you as well. I have v1.0.202 ready ...
- Fri Jul 02, 2021 12:50 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
This all sounds great to me. Your areas and encounters have all been top notch so I'm sure you will figure the town out and it will have the feel you are hoping for. The encounters you spelled out sound like they should be fun, varied, memorable, and challenging. I very much look forward to giving i...
- Fri Jul 02, 2021 12:37 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
I'll add this to my list. I'm not familiar with the system that Karl must have added so I'll need to dig into this.
- Wed Jun 30, 2021 3:20 am
- Forum: IceBlink Engine
- Topic: Size 3 (1x2) enemy bug
- Replies: 8
- Views: 66292
Re: Size 3 (1x2) enemy bug
Okay, I think I have it fixed now so that those who are not using the smooth combat movement system will now draw creature sizes correctly. I'll post v1.0.202 in a day or two (once I've done some more testing in a few modules).
- Mon Jun 28, 2021 4:38 am
- Forum: General IceBlink Project Discussions
- Topic: IB Gaming Group
- Replies: 5
- Views: 50683
Re: IB Gaming Group
I think I figured out what was wrong with my audio setup in OBS for streaming. It had to do monitoring settings and I didn't have Grounded setup to be allowed to use my mic so double whammy. I started a Whoa! mode playthrough of Grounded and did a short stream to make sure everything is working. I k...
- Sun Jun 27, 2021 8:18 pm
- Forum: IceBlink Engine
- Topic: Size 3 (1x2) enemy bug
- Replies: 8
- Views: 66292
Re: Size 3 (1x2) enemy bug
I was able to track this issue down to the use of the "useCombatSmoothMovement" flag set at false. I will need to update the creature draw code for that situation, but I tried a couple of quick changes that didn't work. It will take some work probably due to the complexities of the panning...
- Sat Jun 26, 2021 11:12 pm
- Forum: General IceBlink Project Discussions
- Topic: IB Gaming Group
- Replies: 5
- Views: 50683
Re: IB Gaming Group
Thanks again to Pongo for joining us on our first attempt for an IB Group Gaming session. My audio wasn't working for some reason (Grounded is still early access and has bugs of course) so apologizes for that. I have the stream set as "private" so it doesn't show up on youtube searches or ...
- Sat Jun 26, 2021 3:27 pm
- Forum: General IceBlink Project Discussions
- Topic: IB Gaming Group
- Replies: 5
- Views: 50683
Re: IB Gaming Group
I'll be there, as long as the boys stay asleep. My gamer tag is Pongo7121 (I'll be on an xbox, don't think that matters though). Slowdive, I'm still having some problems with my IB forum account and I don't seem to be able to reset it. Could you reset it please? Thanks I sent you a temporary passwo...
- Fri Jun 25, 2021 6:45 pm
- Forum: General IceBlink Project Discussions
- Topic: IB Gaming Group
- Replies: 5
- Views: 50683
IB Gaming Group
This Saturday (15:00 AZ time UTC-07:00) I'll be streaming our Grounded play. So for those who do not have Ground or Xbox Game Pass and just want to follow along, you can join us in the YouTube live chat. For those who will be joining in the game, here are the instructions for installing the public t...
- Fri Jun 25, 2021 5:27 pm
- Forum: IceBlink Engine
- Topic: IB Test Build Releases
- Replies: 9
- Views: 73300
Re: IB Test Build Releases
Below is a hotfix (v1.0.201) for the use per day crash when a PC is higher level than the Trait array is set-up for. I made a check for the array size first and if the array is smaller than the PC level, the code will use the last entry in the array instead or zero if the array is empty. https://www...
- Wed Jun 23, 2021 1:54 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
That’s great! I’ll try and have some bug fixes out before then… at least the crashing type as part of a hotfix.
- Wed Jun 23, 2021 4:46 am
- Forum: General IceBlink Project Discussions
- Topic: Password Issues
- Replies: 2
- Views: 36695
Password Issues
I think there may have been an issues created when the host automatically moved us to PHP 7.4 and then moved us back to 7.2 when there were issues. This, unfortunately, resulted in changing the password encryption system to a newer version and then back to an older version and some passwords were no...
- Tue Jun 22, 2021 10:34 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Saw both videos (since I subscribe to your YT channel) and they are great!
I think all the passwords are messed up at the moment. It may be a PHP version issue which I'll need to look into.
I think all the passwords are messed up at the moment. It may be a PHP version issue which I'll need to look into.
- Fri Jun 18, 2021 11:31 pm
- Forum: General IceBlink Project Discussions
- Topic: IceBlink Engine Streaming
- Replies: 47
- Views: 247135
IceBlink Engine Streaming
I'm looking into having a regular streaming session to play through IB modules and have discussions about IB in general. I may also play some other games at times that are related. I don't really know much about streaming so I will try YouTube Live first since I already have an IceBlink Engine accou...
- Tue Jun 15, 2021 2:37 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
There isn’t flag right now and I’ll just add a check for the array size first before trying to run the new day or test stuff. I’ll try and have a hot fix out this week for this crash and call it v201
- Sun Jun 13, 2021 12:28 am
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
I like the idea of the tattoo wards. The item graphics fit really well and make everything look well polished and cohesive. I also, if I haven't mentioned it before, really like the backdrop image, it looks really cool.
- Sun Jun 13, 2021 12:26 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
- Sat Jun 12, 2021 2:16 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
I would suggest we try for a one hour period and players can come and go during that time as needed. Grounded (by Obsidian) works well for dropping in and out. It is pre-release so may be buggy other than the intentional bugs in the backyard. My xbox tag is SlowdiveFan. You can sign up for $1 for on...
- Fri Jun 11, 2021 9:26 pm
- Forum: IceBlink Engine
- Topic: Size 3 (1x2) enemy bug
- Replies: 8
- Views: 66292
Re: Size 3 (1x2) enemy bug
Something weird happened there, I had tested all sizes. I'll have a look and see if there is somewhere else in the code that may not have been changed or if some was undone.
Love the sticky boots blood mage spell
Love the sticky boots blood mage spell

- Fri Jun 11, 2021 4:21 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted IBbasic v1.0.08 to Google Play and NW Vault. Give it a try and let me know if you find any bugs. I'm still working on testing The Elderin Stone and Lanterna - The Exile.
- Mon Jun 07, 2021 1:02 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Pongo! I’m pretty much finished with v1.0.08. I just need to do more play testing and I’ll probably release it on Thursday or Friday.
- Sun Jun 06, 2021 1:46 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Also I added the switching die color option. Just click on the 20 sided die and it will switch colors to one of the other default colors or to one of the images you placed in the "user" folder. The game loads all the images at launch and will cycle through the list on each click. The selec...
- Sun Jun 06, 2021 12:36 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Maybe this is asking a bit much, but now that you have a visible diceroll component set up, is there any chance we could see it applied to situations outside of encounters too? Click to roll the dice to see if you make that leap across the ravine, or make a successful bluff? That's the hope. I woul...
- Sat Jun 05, 2021 5:47 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Here is a GIF version of the roll :lol: I used giphy.com: IBbasicD20Roll.gif You may notice that the attack didn't end the turn :D I am working on making it so that you can move - attack - move. So to end your turn you need to have no more attacks left and no moves left or just click on skip turn. E...
- Sat Jun 05, 2021 5:10 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks great! I think the new floor tiles fit just fine and look nice. The gargoyle mage looks tough. I think once we are able to add more smart casting (I don't think IB has it and IBbasic doesn't) that should add more complexity. Casters will be able to decide which of their spells would be most ef...
- Sat Jun 05, 2021 3:14 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So I have the d20 roll screen system working for regular attacks (melee and ranged). I only have it for PC attacks, not for creatures (I don't think I'll use it for creatures). At first is shows you want you need to roll to hit. After clicking the "ROLL" button, the d20 animates for a seco...
- Fri Jun 04, 2021 12:20 am
- Forum: General IceBlink Project Discussions
- Topic: Influences and creative resources
- Replies: 2
- Views: 36043
Re: Influences and creative resources
My influences for IB specifically: Original -TSR Goldbox games -Star Frontiers (TSR) -Infinity Engine games -NWN1+2 -NWN2 Podcast -NWN2 Podcast builder round table interviews -NWN2 Podcast Zach interviews -NWN2 Tavern of Hidden Tales (gaming group) -and shoegaze of course :lol: More recent -IB modul...
- Wed Jun 02, 2021 1:10 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks cartons and Pongo! It will have a toggle button of course. So players can turn it off and on if they want to use the original style or d20 style. Me personally, I don’t mind slowing the turn based combat down and giving it that additional pen and paper feel that we are going for. Other player...
- Wed Jun 02, 2021 4:45 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Today I did some more play testing and bug fixing with "Lanterna - The Exile". I haven't made a complete playthrough yet as I keep finding bugs to fix in the engine and the module. For the most part, everything is working well, but I am trying to find and fix every little thing so that the...
- Tue Jun 01, 2021 3:32 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
A few bug fixes today in IBbasic. I mostly worked on updating "Lanterna - The Exile" to IBbasic and testing "The Elderin Stone" as well.
- Mon May 31, 2021 4:03 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I made a few code additions to IBbasic. I added the smart dropdowns to scripts on triggers like we have on conversations. Today I mostly worked on converting The Elderin Stone to the new IBbasic. I think I have most everything converted, but I'll need to do some play testing first. It should be fun ...
- Fri May 28, 2021 7:50 pm
- Forum: General IceBlink Project Discussions
- Topic: GItHub IB Guide
- Replies: 3
- Views: 48792
Re: GItHub IB Guide
So now that most of the features from IBbasic are added to IB, I will start creating smaller branches. I'll make a branch for each bug that I am trying to fix and then make a pull request once the bug is fixed.
- Fri May 28, 2021 7:26 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Karl! Hopefully the new systems will be fun to use. I finished v200 and it is now available here on the forums (see the IB Build Release thread). This release only has feature additions and various bug fixes associated with those addtions. I also added version text to the launcher screen so y...
- Fri May 28, 2021 4:00 am
- Forum: IceBlink Engine
- Topic: IB Test Build Releases
- Replies: 9
- Views: 73300
Re: IB Test Build Releases
Below is the test build for v200: https://www.dropbox.com/s/7al3isp8dzp6rjx/IBv200.zip?dl=0 RELEASED v1.0.200 (May 28, 2021) ENGINE/TOOLSET FEATURES + [Done] mirror image spell that checks upon hit to remove one image + [Done] stone skin spell that removes HP from the spell effect until all are gone...
- Thu May 27, 2021 2:13 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
Having a gaming group set up with our regulars here is a fantastic idea - count me in :). Of course, finding a fitting time slot will be a challenge across time zones and with scoial/job responsibilities looming on the left and right, but it's worth a shot for sure :) . I'm pretty flexible with sch...
- Thu May 27, 2021 2:06 am
- Forum: IceBlink Engine
- Topic: Getting the engine to count
- Replies: 1
- Views: 31570
Re: Getting the engine to count
I'm not sure what the best approach would be here, but I would probably use a combination of checking for an item (or number of items) and then increment the localint accordingly. You could do this by having a number of NPC nodes that check for a certain quantity of the item. So the first NPC node w...
- Wed May 26, 2021 4:24 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Karl! I think I have the use of traits figured out now. So here is some proof that I have uses per day system working in IB: IB21.png IB18.png IB19.png IB20.png I have the Lay on Hands "trait" set to be (0,1,1,2,2,3,3,4,4) so you get more uses per day at higher levels. I just did th...
- Tue May 25, 2021 11:38 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
The setting idea sounds great so far. When you have a playable multiplayer version ready, we should run through it together :D Have you played "Grounded" by Obsidian (it uses Unreal too)? We should really try and put an IB group together to run some sessions in the "backyard". It...
- Tue May 25, 2021 4:05 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I started adding the "number of uses per day" trait system. It may take a bit longer than I expected because I now realize that IB and IBbasic are using very different systems for handling Traits that can used like a spell (not passive). IB actually uses a spell that is referenced by the T...
- Mon May 24, 2021 4:01 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I started working on IB v200. I have Mirror Image and Stone Skin effects mostly working (they need lots of bug testing first before I get too excited
).
Notice the 3 mini wizard images showing how many mirror images remain.

Notice the 3 mini wizard images showing how many mirror images remain.
- Sun May 23, 2021 4:09 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted v1.0.07 to the NW Vault and to Google Play. I still haven't set up the app for the Apple App Store, but hopefully I can work on that a bit tomorrow.
EDIT: I have IBbasic v1.0.07 (the iOS version) available via Apple's Test Flight program. For anyone who wants to give it a try, let me know.
EDIT: I have IBbasic v1.0.07 (the iOS version) available via Apple's Test Flight program. For anyone who wants to give it a try, let me know.
- Sat May 22, 2021 6:28 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Thanks Slowdive! Another one for the list please - I seem to be missing the gaOpenObject script (in v197 - haven't upgraded to v199 yet). I wonder if copying the missing scripts from a previous version to the current version will fix the bug. Scripts are just text files that are found in the "...
- Sat May 22, 2021 6:21 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Sounds like some great progress Pongo. I don't have any suggestions on mapping software for planning out a module. I have only used drawing on paper or using sketchpad on the tablet. I do use Excel for any data/text type stuff. Let me know what bugs you find and I'll get them out in the next version...
- Sat May 22, 2021 6:13 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added a toggle in the conversation editor to set all conditionals on the current node to either "And" or "Or" logic. There are also a few notes to show if the selected conditional is (AND) or (OR) and the toggle button changes from on to off depending on which node is selected....
- Thu May 20, 2021 4:53 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
I haven't updated since v195, so this issue may be left over from a previous build. Some gc scripts are missing in v199--specifically, the ones that let you check the time of day/time of week/etc. It's possible there are other scripts missing that I didn't notice. The gcCheck(time) scripts don't ap...
- Thu May 20, 2021 4:50 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished the "isPublic" code on the server side and in the app. So I just need to finish adding more tokens and other default artwork then update the Tutorial module. I'll also need to verify that I didn't break anything in the existing posted modules (Blackwinter, Raventhal, Birthday) w...
- Wed May 19, 2021 4:56 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Today, for IBbasic, I added a "release notes" property for modules so that builders can describe any changes to their module in the current version. Players will be able to click on a button to see the "release notes" from the launcher screen (I'll probably add this to the module...
- Tue May 18, 2021 4:14 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Karl! I am doing me best to import into IB all the new features I added to IBbasic. I finished all the default creatures and items for IBbasic today. I have a few more tasks to do before I am ready to release version 1.0.07 (see the feature list https://www.iceblinkengine.com/ib_forums/viewto...
- Tue May 18, 2021 4:09 am
- Forum: General IceBlink Project Discussions
- Topic: GItHub IB Guide
- Replies: 3
- Views: 48792
Re: GItHub IB Guide
Thank you, Jer - once I restart my coding endeavours (soon, I hope) this will be extremely helpful. I figure it will be useful for us both since I often can't remember how I did things after a few days :lol: I have similar type step by step instructions for how to build release versions and post to...
- Sun May 16, 2021 5:50 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Eager to play with all these new toys! I notice in the log target 'Kobold' is not red when targeted and killed by the Minor Drain attack, but you'll probably get around to that! Are you thinking ahead to some applications for your own games once you're satisfied with the state of the engine? v199 i...
- Sun May 16, 2021 1:48 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Some screenshots from v199 testing:
- Sun May 16, 2021 4:23 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
I usually have the conversation on the next event of the trigger. So if the encounter is trigger event 1 then the conversation is on trigger event 2. I don't use the OnEndCombatIBScript hook for conversations. If the encounter is called from a prop, then I'd have to try and dig through that code to ...
- Sat May 15, 2021 5:10 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
- Sat May 15, 2021 4:21 pm
- Forum: General IceBlink Project Discussions
- Topic: GItHub IB Guide
- Replies: 3
- Views: 48792
GItHub IB Guide
Steps for how to best use GitHub features for collaborative work: (I'll add images and more detail later) 1) clone repo to your PC (unless you already have it on your PC) 2) create a branch in VS IB12.png IB13.PNG IB14.PNG 3) make your code changes to your branch (not the to master) and test them ou...
- Sat May 15, 2021 3:58 pm
- Forum: IceBlink Engine
- Topic: IB Test Build Releases
- Replies: 9
- Views: 73300
Re: IB Test Build Releases
Below is the test build v199: https://www.dropbox.com/s/2yhsun8aneoi2z8/IBv199.zip?dl=0 FOR v0.0.199 GAME ENGINE FEATURES + [Done] finesse weapons + [Done] critical hits doing more damage based on weapon's multiplier + [Done] threat range based on weapon or effect bonus + [Done] add drain/transfer H...
- Sat May 15, 2021 3:57 pm
- Forum: IceBlink Engine
- Topic: IB Test Build Releases
- Replies: 9
- Views: 73300
IB Test Build Releases
I'll post each test build here for one stop easy shopping. The stable builds (non-test builds) will be posted to the NW Vault.
- Sat May 15, 2021 2:48 am
- Forum: IceBlink Engine
- Topic: missing edge of screen
- Replies: 2
- Views: 36143
Re: missing edge of screen
Maybe try changing the "MainUILayout.json" file in your module's "data" folder. Try decreasing the "shownLocX" value by a few pixels: "tag": "portraitPanel", "backgroundImageFilename": "ui_bg_portraits", "hiding": false,...
- Thu May 13, 2021 4:12 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Awesome progress, Jer! It warms my heart to see all the action going on, you are on a fine run, for sure :). Thanks Karl! Today I worked on adding finesse weapon, critical multipliers, threat range, and transfer hp/sp effects. Below is the effect editor with a vampiric touch effect and spell: IB07....
- Wed May 12, 2021 1:33 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
The conversations were probably the most tedious part of this conversion. A lot of cutting and pasting. I can probably make a conversion tool (like I did for NWN1 and NWN2) that converts the IB conversations to KotC2 format. I would just need to figure out the KotC file format and then it should be...
- Mon May 10, 2021 3:03 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Yes, the transfer hp/sp effect is just like a damage effect, but it transfers the damage done to the caster/user. It is a new interface below the damage and heal sections in the effect editor. The effect can transfer hp or sp. the spell that uses the effect can be ranged and even AoE. The need for a...
- Mon May 10, 2021 4:43 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted IBbasic v1.0.06 to Google Play in a Beta channel for android users to test. It may not show up for a day or so, it is in review. I started working on the "Tutorial Module" which will be the base module that comes embedded in the app. It will have most of the basic parts used in mo...
- Sun May 09, 2021 11:42 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
This is great! I love the background image, UI elements, font, and the spell icons. They work very well together. Once I get the vampiric type effects in, maybe the blood mage can use vampiric touch (which requires a successful attack roll) to gain HP back 

- Sun May 09, 2021 9:29 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
Added to features list:
+allow builder to select what info to show for items (lots of checkboxes for show/hide in the module settings panel)
+allow builder to select what info to show for items (lots of checkboxes for show/hide in the module settings panel)
- Sat May 08, 2021 9:08 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
The GIF looks amazing! I love look of the tiles and rain selection, the art works well together.
- Sat May 08, 2021 6:06 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
Sounds like some great progress to me and I agree with Dorateen, giving the same XP rewards the player for investing and using those non-combat skills.
- Sat May 08, 2021 6:03 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted IBbasic version 1.0.06 to the NW Vault for those interested in testing the beta out. If you do find some time to test, please let me know what bugs you find.
https://neverwintervault.org/project/ic ... inetoolset
https://neverwintervault.org/project/ic ... inetoolset
- Sat May 08, 2021 4:17 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Testing is going well so far. First, I think I'll post the PC version to the Vault (maybe this weekend or next) so people can get an early look at where IBbasic is at (I'll post the engine/toolset and the data editor). After that, it'll take a week or so to create the beta testing sites on Google Pl...
- Fri May 07, 2021 2:21 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
As far as tweaks go, I wonder if there's an easy way to allow builders to control the amount of feedback for some info (mouse over info, character sheet info, item info etc.) I should be able to add some different options in the module settings. Maybe a few different checkboxes to select from like ...
- Wed May 05, 2021 6:26 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
Ah, that makes sense, good catch.
- Wed May 05, 2021 4:55 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So I finished testing Blackwinter and The Birthday. I found a number of bugs due to new player classes and data.json vs append_data.json stuff. I'll need to make a few more play throughs, but everything seems to be getting more robust. I'm doing my best to try and break things and test all the new s...
- Wed May 05, 2021 4:48 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
It seems like this area was changed to be one of the seamless edge type maps. I don't really understand how they work, but they have linked neighbor maps and I think those are the ones with _0, _1, _2, etc. If you delete those areas, you may need to go into the Farmland NE area file and remove any r...
- Tue May 04, 2021 3:29 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Fixed a bunch of crashing bugs mostly due to module data that was outdated with new code. I was able to make a complete play through of The Raventhal, yeah!
Progress. Next up is testing Blackwinter and then The Birthday.

Progress. Next up is testing Blackwinter and then The Birthday.
- Mon May 03, 2021 6:37 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I have most everything done code wise for the initial release of IBbasic. I still need to do a lot of testing as I have already found some crashing bugs. The first few releases will be considered beta or early access type builds. I’ll start with v0.0.x and eventually move to v1.0.x when everything r...
- Sun May 02, 2021 2:58 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I could change it to use a config file (maybe call "config.ini") with settings in the file instead. I just thought a "launcher" type screen was easier for users to use and seems to be something people are doing nowadays like BG3. I guess I could have an option for users to create...
- Sun May 02, 2021 11:57 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Newer versions of SharpDX do not work. Just copy the ones from the v198 (or any previous IB version) and copy them into your debug folder after cloning.
- Sun May 02, 2021 5:17 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So before I go too crazy and break everything Karl has done with IB on GitHub, I wanted to do a simple test of adding one feature and going through the whole process on GitHub. So I picked two weapon fighting which was probably not the best feature to use as a test run due to its complexity, but I t...
- Sat May 01, 2021 11:52 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I think I have a trait working now for two weapon fighting (a L1 and L2). The PC below has both Two Weapon Fighting L1 and L2, but only L2 is used since it is not stackable. IB04.PNG IB05.PNG The Effects: { "traitWorksOnlyWhen": [], "traitWorksNeverWhen": [], "name": &q...
- Sat May 01, 2021 5:38 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I started adding the code for two weapon fighting to IB. I still need to create an Effect property for "TwoWeaponFightingMainHandModifier" and "TwoWeaponFightingOffHandModifier" so that it can be used by a trait, item, or spell I suppose. In the below image, the PC does not have ...
- Fri Apr 30, 2021 11:58 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I figured out how to make a branch on GitHub and how to make a pull request to merge the branched code. So for now, I will work on new features of IB using branches and then have Karl or myself merge the branch. My first branch is called "TwoWeaponFighting" and will include the two weapon ...
- Fri Apr 30, 2021 9:40 pm
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
Re: IB Features/Bugs Tracking List
I'd ask also for a Haste-like spell that increases the movement of the target. The ability to create a haste spell is already there I believe. Pongo had one in The Elderin Stone I believe. In the Effect Editor, you can modify movement and number of attacks (both melee and/or ranged). I added the ot...
- Fri Apr 30, 2021 1:13 am
- Forum: IceBlink Engine
- Topic: IB Features/Bugs Tracking List
- Replies: 53
- Views: 367254
IB Features/Bugs Tracking List
Last Updated: Mar 27, 2022 Here is a list of proposed IB feature additions and bug fixes. This will be used for tracking progress: [I'll try and avoid any updates to the graphical systems that Karl has implemented as they are very complex and I don't want to break them] FOR v1.1.20x ENGINE/TOOLSET F...
- Thu Apr 29, 2021 2:35 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I basically have the Trait "number of uses per day" system working now. You set the number of uses per day at each level in the Trait Editor. It is an integer array so you could have something like [1,1,1,2,2,2,3,4,5,6]. This would mean that you get one use per day at levels 1-3, two uses ...
- Wed Apr 28, 2021 4:37 pm
- Forum: IceBlink Engine
- Topic: Spell Organization
- Replies: 3
- Views: 41198
Re: Spell Organization
If you sort by the “available at level” column (by clicking on the column header), that should get you close. Then you can go into the actual text file for player class and move parts around to fine tune.
- Wed Apr 28, 2021 4:26 pm
- Forum: IceBlink Engine
- Topic: Spell Organization
- Replies: 3
- Views: 41198
Re: Spell Organization
I think it is in the same order as what is in the player class allowable spells list. If that is true, you can reorder that list in the player class file or we could add a sort by sp cost in the editor. I think you can sort by spell name and available level in the editor, but not by so cost.
- Mon Apr 26, 2021 11:00 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
The Entangle tiles look great, and I'm glad for the inclusion of finesse weapons. Thanks cartons! I'm pushing back the initial release date a couple of weeks. I want to make sure and get all the "+" features in before the first release (see the feature list for details). Next up I plan on...
- Mon Apr 26, 2021 4:15 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I think I have most of the spells, traits, and effects working properly now. I added checks for immunity and saving throw checks on each step when in an effect area on the map. In the below image, the top line said that the Kobold is immune to Mage Bolt (I gave kobolds immunity to mage bolts just fo...
- Sun Apr 25, 2021 2:06 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
The swamp area looks great! I think the BAB penalty for the wet parts of the swamp sounds like a good tactical addition if it works out. The forest encounters sound like fun especially the trolls, haha :lol: . The blood mage sounds interesting with some pros and cons. Good luck with the busy work we...
- Sat Apr 24, 2021 7:52 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I mostly finished updating the trait icons to fit the style of the other UI elements. I still need to work on the code and the data file to make sure that all spells and traits are working as intended. I also will be adding a property to weapons called "finesse". If a weapon is a finesse w...
- Fri Apr 23, 2021 1:49 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So the server was updated to PHP 7.4 and this created compatibility issues with the forums phpBB 3.2.5. So I made a leap of faith and tried to update the forums to the latest 3.3 version and it worked
So we are now on the most recent version of phpBB, yeah!

- Wed Apr 21, 2021 7:20 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thank you cartons and Pongo for the feedback! I think things are starting to come along nicely and look more uniform. I still have a ways to go on the “features list” (see in IBbasic section of forums), but I still hope to have a working beta ready for testing at the end of the month or mid May at t...
- Wed Apr 21, 2021 7:17 pm
- Forum: IceBlink Engine
- Topic: Size 3 (1x2) enemy bug
- Replies: 8
- Views: 66292
Re: Size 3 (1x2) enemy bug
Thanks for the bug report, this looks like an easy fix. I may take a crack at some bug fixes and adding some of the IBbasic features to IB once I have IBbasic up and going in a few weeks. I’ll need to research how to safely make a pull and push on GitHub that doesn’t mess up any of Karl’s work. Mayb...
- Tue Apr 20, 2021 1:25 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
Loving the atmosphere! The music and sound effects really add a lot to the overall feel of the dark and eerie world... and the rain too! I like the thrown blocks adding stepping stones to walls in order to move around the procedurally generated world when needed. I also like the "built-in"...
- Tue Apr 20, 2021 12:13 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished the icons for the Cleric and Druid spells:
- Sun Apr 18, 2021 8:12 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished the icons for the Wizard spells, next up is Cleric and Druid. The first row are Level 1 spells and are available for learning at level 1. The second row are Level 2 spells and are available for learning starting at level 3. The third row are level 3 and the fourth row are level 4 spells. ...
- Sun Apr 18, 2021 3:18 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished creating all the spells for Wizards, Clerics, Druids, Paladins, and Rangers. Now I need to work on the artwork for the spell images in teh spell selection screen and any new spell FX images. I'll still need to do some thorough testing of all the new spells and systems. I'll also need to m...
- Fri Apr 16, 2021 4:27 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I'm a little more than half way through the cleric spells now. I'm flushing out the spreadsheet at the same time as it helps me when creating the spells/effects in the data editor. It also helps me see all the data at a glance so I can create more balance when choosing the amount of SP for each, the...
- Thu Apr 15, 2021 3:26 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Nice additions! Thanks Pongo, the new additions should be fun to use. Especially once I increase the creature AI :twisted: Today I finished more of the spells. I have most all of the wizard spells created and tested. I'll start on the cleric and druid spells tomorrow. Paladin and Ranger spells will...
- Wed Apr 14, 2021 3:38 pm
- Forum: IceBlink Modules
- Topic: Pescua [title work in progress!]
- Replies: 102
- Views: 554832
Re: Pescua [title work in progress!]
How exciting and this looks amazing! I’ll provide more comments and questions after I get off work... I’ll edit this post. EDIT: A couple of questions and comments: 1) Are you using the tile system only or are you using single image drawing for the maps? 2) The area design looks great so far and all...
- Wed Apr 14, 2021 5:08 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I have the transfer hp or sp effect working now. I also have the require successful attack working for spells as well. So now you can have spells that require a successful to hit roll before they will apply their effect. I created a Mage Blast spell (level 0 cantrip type thing) that uses 0 sp and do...
- Mon Apr 12, 2021 10:27 pm
- Forum: IceBlink Engine
- Topic: Vampiric/Draining spells
- Replies: 4
- Views: 48282
Re: Vampiric/Draining spells
I hope if Karl ever decides to continue working on IBE, the improvements you've developed will be transferable. It should be fairly easy for Karl (or myself when finished with IBbasic initial release) to add the new features into IB since I have been pushing commits that are specific to individual ...
- Mon Apr 12, 2021 4:52 am
- Forum: IceBlink Engine
- Topic: Vampiric/Draining spells
- Replies: 4
- Views: 48282
Re: Vampiric/Draining spells
I started adding the code for transfer type effects in IBbasic. These type of effects will transfer HP or SP from the target to the sender (caster or trait user or item user). This effect could be used for a minor drain spell, vampiric spell, magic drain spell, vampiric bite trait, energy (SP) drain...
- Mon Apr 12, 2021 4:48 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Today I continued working on the spell lists. I also started adding the code for transfer type effects. These type of effects will transfer HP or SP from the target to the sender (caster or trait user or item user). This effect could be used for a minor drain spell, vampiric spell, magic drain spell...
- Sun Apr 11, 2021 5:40 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Yesterday I worked on fully implementing racial traits. I saw that I had them in the toolset, but they were not being used in the engine. I have everything working now so Elves are immune to sleep, Halflings have a +1 to AC and +1 to all saving throws, and Gnomes have +1 to AC. I also fixed a few bu...
- Sat Apr 10, 2021 5:43 pm
- Forum: IceBlink Engine
- Topic: AI
- Replies: 3
- Views: 41101
Re: AI
This is the code in IBbasic which is probably similar to IB. The chance to cast is just a percent chance that the creature will cast a spell on each round versus using melee/ranged attack or moving. //check if should cast spell or attack/move int castpercent = gv.sf.RandInt(100); if ((crt.percentCha...
- Sat Apr 10, 2021 3:19 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So for now, the default races will be human, dwarf, elf, halfling, and gnome. The default classes will be fighter, paladin, ranger, cleric, druid, thief, and wizard. I started working on a list of spells for each of the classes. So far I have 24 for wizard, 31 for cleric, and 29 for druid. Paladin a...
- Sat Apr 10, 2021 12:38 am
- Forum: IceBlink Engine
- Topic: Vampiric/Draining spells
- Replies: 4
- Views: 48282
Re: Vampiric/Draining spells
I think you are correct that each spell only allows one target type. I think we will need to create some kind of option to have each spell effect in the effect list define its target type (target, source, all friends in area, all enemies in area, all in area, etc.).
- Fri Apr 09, 2021 5:17 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
All this looks and sounds good, slowdive. Getting closer and closer to fill out the collection of similar spells that were available in the Gold Box games. The introduction of new spell effects (mirror image, stone skin and silence) is exciting. Thanks Dorateen! I think with the addition of touch/a...
- Thu Apr 08, 2021 3:12 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added the basic parts for prohibiting spell casting if currently silenced. I think at this point I will start flushing out all the larger parts and add the details as I go. I'll start with creating all the standard races first. Then I'll move on to finishing up the standard player classes, then sp...
- Wed Apr 07, 2021 2:54 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I have stone skin and mirror image working properly now. Below is showing six mirror images (just for show to see the positions of mini images, he really only has one left at this point) and the "hold" effect is a placeholder for the stone skin effect fx image. It will only show the actual...
- Tue Apr 06, 2021 3:21 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I created a "Proving Grounds" module for testing all the new combat features. First I created a new trait for the improved attack from behind range. I athen created two new spells: stone skin and mirror image. I started testing them and the attack from behind range worked first try, but th...
- Mon Apr 05, 2021 3:07 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Today I added the code for a mirror image type effect and for a stone skin type effect. So far they are accounted for in creature and PC attacks, but I still need to add the code for when spells or other attacks hit them. I also still need to create the actual spells that use the effects.
- Sun Apr 04, 2021 4:07 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Nice addition! Thanks Pongo, I think it will make tactical positioning a little more interesting in combat. Once I add in square modifiers for attack/damage (think higher ground advantage), defense (think cover), and movement (think mud or sand or snow), that should also add some additional tactics...
- Sat Apr 03, 2021 3:43 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added an AC bonus for the number of adjacent friends next to a PC or Creature. You get a +1 for each friend. In the below screenshot, you can see that the cultist (it is the cultist one square below the text since the text floats about one square above the highlighted creature) has a +3 bonus to t...
- Fri Apr 02, 2021 7:23 pm
- Forum: IceBlink Engine
- Topic: Continuity of Party Members
- Replies: 2
- Views: 34109
Re: Continuity of Party Members
There is a Party Roster that holds PCs not currently in the party and they are saved in the save games. So move a PC to the roster and they are out of the party, but everything is kept for when you bring them back. else if (filename.Equals("gaMovePartyMemberToRoster.cs")) { MoveCharacterTo...
- Wed Mar 31, 2021 3:06 am
- Forum: IceBlink Engine
- Topic: Global Variables and debug mode
- Replies: 1
- Views: 31321
Re: Global Variables and debug mode
I wasn't aware that all global variables are printed out to the log on each heartbeat. Maybe that is something Karl added in more recent versions? It used to only print out the variable information when a variable check was being made. Local variables are stored on an object are retained, not reset....
- Mon Mar 29, 2021 3:13 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Finished first playthrough of BG3. It doesn't take too long as it is just the first chapter that is available, I just have a slow play style. I didn't find any of the companions too interesting so I had two of my own made PCs. I ended up using Gale and Wyll. My two PCs were a female human BattleMast...
- Fri Mar 26, 2021 1:55 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
Did you make any changes to any of the default Player Class, Race, Traits, Spells, or Effects? I'm guessing that one of the characters being loaded has a conflict with some data. If you can post a link to the bad module folder (like dropbox or something), I could try running it inside of Visual Stud...
- Thu Mar 25, 2021 2:38 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks for the detailed response. I've been using single area images, but could make the switch to tiles if I needed to. Props would be the greater loss perhaps. I'm just starting to see their potential. Something to consider... The IB -> IBbasic tool converts Props into Triggers with the image. Th...
- Tue Mar 23, 2021 11:02 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
These are lots of little changes I would love to be able to make use of in the game I'm working on. If I continue plugging away on the desktop version, will it then be much hassle to convert it to IBBasic to take advantage of these features, or is it like building the game again from the ground up?...
- Sun Mar 21, 2021 3:42 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I'm starting to dig into the combat mechanic features from the feature board list. I'm starting with the attack from behind modifiers and having a trait effect (most likely for thief at higher level) that expands the behind width from one square to three squares. Here are the tasks from the list tha...
- Sat Mar 20, 2021 1:56 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Looks interesting! We have the Dungeon! (1980 version https://en.wikipedia.org/wiki/Dungeon! ) board game and play that as well as Rummikub, Monopoly Jr, and a simplified version of Axis and Allies. 

- Fri Mar 19, 2021 2:33 am
- Forum: IceBlink Basic Modules
- Topic: The Elderin Stone
- Replies: 2
- Views: 77191
Re: The Elderin Stone
I'm currently re-working the IBbasic engine so there are many bug fixes and improvements on the way. As far as The Elderin Stone, I will check out those bugs, see what happened, and fix them for the IBbasic new release.
- Tue Mar 16, 2021 3:02 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Today I fixed the issue with some of the floaty text not triggering at the right time. Yesterday I worked on some of the issues with larger creatures not correctly accounting for their covered squares when moving. I also fixed some issues with placing and moving larger creatures in the IBbasic in-ap...
- Tue Mar 16, 2021 2:59 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Sounds like a nice way to spend some time with your kids! Mine are just stuck on marble runs at the minute (which is actually more entertaining than I expected!), but I'm thinking of investing in one of those new Hero Quest box sets for the future. I think it would be a nice introduction to tableto...
- Sun Mar 14, 2021 2:39 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
You can do it on one computer (there is a trick), but we have three computers that can run BG3 and we have played with three PCs in multiplayer mode. When you save the game, you can then load that game in single player mode and control all three (party size is four max in BG3 for now, not sure if th...
- Sun Mar 14, 2021 2:07 am
- Forum: IceBlink Engine
- Topic: The Player editor and portraits
- Replies: 2
- Views: 35732
Re: The Player editor and portraits
I opened up the toolset v196_1 and it appears that the Player Editor does not have a place for choosing the portrait. You will need to edit the Player's ".json" file directly (they should be in the module's "data" folder I believe). There is a line for the token and a line for th...
- Sun Mar 14, 2021 12:13 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added a "delete" module button (trash can icon). This will allow you to remove a module folder from your device if you no longer want that module. The kids and I have been playing a bit of BG3 (I have them skipping all the cutscenes) and the kiddos really like the turn-based combat. I th...
- Sat Mar 13, 2021 2:35 pm
- Forum: IceBlink Toolset
- Topic: Graphic Assets for Builders
- Replies: 8
- Views: 78230
Re: Graphic Assets for Builders
These look great! Now you just have to find more detailed looking tokens for every creature and PC :lol: haha. Okay, yeah, the current FRUA type tokens should still work great I think. I think if there is consistency in the map style and a separate consistency in the token style, the two would still...
- Fri Mar 12, 2021 4:20 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Made a few more additions and organization to the "IBbasic Features List". Plus, I added a flag to each feature/bug fix to indicate if it is needed for the initial release or if it can wait for subsequent versions.
- Thu Mar 11, 2021 3:55 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Pongo and I added your suggestions to the task list. Yesterday and today I worked on animations triggering for attacks of opportunity. My kids would keep forgetting that if they moved away or around a creature it would get a free attack. Now they get a visual reminder with a creature attack a...
- Tue Mar 09, 2021 4:00 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added the ability to create and edit portraits in the in-app toolset art editor. I also added a function to copy the idle frame to the attack frame for tokens in the art editor. This way you can create a token in the idle frame and once you are happy you can copy it to the attack frame and adjust ...
- Sun Mar 07, 2021 4:45 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I've been working on the data editor a bit and adjusting the engine to look for either a "data.json" file or a "data_append.json" file in the module's module folder. If you have a "data.json" file, it will be used instead of the default data file allowing you to have so...
- Sun Mar 07, 2021 4:39 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks great! Ready in April sounds like a challenge, but I'm confident you can pull it off 

- Fri Mar 05, 2021 5:09 pm
- Forum: IceBlink Engine
- Topic: Props and Script parameters
- Replies: 6
- Views: 17412
Re: Props and Script parameters
I think all the scripts are in a script folder and you could just read all of them outside the toolset as well 😄 . I’ll double check that when in front of my computer. EDIT: all the ga, gc, og, and os scripts are in the "default/NewModule/scripts" folder. They are just text files with the ...
- Fri Mar 05, 2021 2:09 pm
- Forum: IceBlink Engine
- Topic: Line of Sight
- Replies: 2
- Views: 6818
Re: Line of Sight
The line of sight squares should block your view in the main map even if the FoW was set to a large radius. Sounds like a bug was introduced.
- Thu Mar 04, 2021 3:14 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
After the "return to main menu" button request, my kids next most requested feature was to make setting up transitions easier. My daughter suggested having a map pop up and tap on where you want to transition to. So I added a button "setup transition" that when pressed, you are p...
- Tue Mar 02, 2021 4:02 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
My kiddos are finding lots of bugs while working on their modules. The one feature they keep asking for is a "return to main menu" button on the launch, title, and party builder screens... so I added that for them :P very tough and demanding group they are :lol: My son's (7) module is more...
- Mon Mar 01, 2021 5:00 am
- Forum: IceBlink Engine
- Topic: Scripts and how they work
- Replies: 2
- Views: 6771
Re: Scripts and how they work
I don't think there is a way to have an effect applied to PCs based on their position to each other via a passive trait that builders can script. You could have a trait that summons an effect upon use that causes a "bless" type spell or trait effect that grants a +1 to AC to all friends in...
- Mon Mar 01, 2021 4:46 am
- Forum: IceBlink Engine
- Topic: SP and traits
- Replies: 1
- Views: 5207
Re: SP and traits
Good point, we should probably have a check to make sure SP does not dip below 0 due to attribute modifiers or other reasons. Also, you can change which attribute affects SP so it may make more sense to use Strength or Constitution (instead of INT or WIS) for fighter type classes since most of their...
- Mon Mar 01, 2021 4:44 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I did some play testing and fixing bugs this weekend. I play tested The Raventhal twice and enjoyed playing it... it had been awhile since I played it. I played once with the default Havfel and on the second playthrough I was a ranger with two-weapon fighting :D. Also, my two kiddos started working ...
- Fri Feb 26, 2021 4:41 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Finished the common file handling and the server features. Back to actual game engine stuff now 

- Fri Feb 26, 2021 3:08 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
I think the example may be based on an older version maybe. In IBbasic, I check for both with and without the extension, but IB doesn't have the check (we should add it): IBbasic: public void AddCharacterToParty(string filename) { try { //if the filename doesn't have a .json extension, add it if (!f...
- Thu Feb 25, 2021 4:39 pm
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
Woohoo!! 

- Tue Feb 23, 2021 5:03 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
The past couple of days I have been cleaning up a lot of the file handling systems and using a common file handling system instead of platform specific. It is one of the newer xamarin.forms features that I am trying to incorporate that should make managing the code easier going forward. The fewer pl...
- Sat Feb 20, 2021 6:21 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I was able to get the server save game working. You will now be able to save a game to the server (one save per player per module) and continue that save from any other device where you use your same unique userID. Next I will focus on the getting the module upload and download fully working. After ...
- Sat Feb 20, 2021 4:35 pm
- Forum: IceBlink Modules
- Topic: Raventhal
- Replies: 4
- Views: 46202
Re: Raventhal
And Pongo's Blackwinter as well. It is short, but follows the same setting and lore.
- Sat Feb 20, 2021 4:33 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
I'm not exactly sure about the gaAddPartyMember.cs script, why it isn't working right. I know that you can add party members and even temporary party members. It may come down to a syntax issue with the file name or location of the file? Have you tried turning debugmode on and see what notes show up...
- Wed Feb 17, 2021 4:41 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finally was able to get the file uploading functionality working with the php web api. So I have the uploading of a server save game file and the ability to upload modules directly from the IBbasic app. Now I need to have a corresponding module info post to the mysql database with the path to the ...
- Sat Feb 13, 2021 8:23 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So the above system seems to work on PC and iOS, bt not on Android. After some more research, I now realize that the way I am doing it really isn't the best way when allowing other users to interact with the database. So I am researching how to setup a Web API. So the app will just query this Web AP...
- Sat Feb 13, 2021 6:27 pm
- Forum: IceBlink Toolset
- Topic: Graphic Assets for Builders
- Replies: 8
- Views: 78230
Re: Graphic Assets for Builders
Those tiles look great. We definitely need more default assets in IBbasic.
- Sat Feb 13, 2021 6:12 pm
- Forum: IceBlink Toolset
- Topic: Music on title screen
- Replies: 3
- Views: 40510
Re: Music on title screen
I don't think it is currently built in to the system, but I don't see why it couldn't be added. Maybe have a separate property on the module class for "titleMusic" and have it play on all the screens before the actual adventure begins?
- Fri Feb 12, 2021 1:28 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
All of the ideas you mentioned are possible in the existing system. Recruitable PCs that can be removed via a conversation, changing PC sprites, special builder made custom traits that essentially can make a specialization class. Some of these are in use in modules like Hearkenwold, Raventhal, Lante...
- Wed Feb 10, 2021 5:01 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added in all the logic and notifications for checking if a module being submitted is owned by the submitter and if the module version on the server has a lower module version than the one being submitted. Everything seems to be working as designed. I'll still need to add a remove module from serve...
- Tue Feb 09, 2021 4:24 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I was able to successfully upload and download a module package (info and file) to and from the server. So now builders can upload/update their modules directly to the server for players to download (and all from within the IBbasic app). This was the last part that was not being handled with in the ...
- Mon Feb 08, 2021 2:11 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
The past few days I have been working on the in-app comments, module review, and module endorse systems. I converted them to use a mySQL database so that all functions are automated. Everything seems to be working as intended. It took me sometime to figure it all out as it is all new to me. I retire...
- Fri Feb 05, 2021 4:19 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Yesterday and today has mostly been code clean up work and some UI clean up as well. Nothing exciting to show :lol: I also did some work on Blackwinter to have it in sync with IBbasic and prepare it to be the default module that comes with IBbasic (other modules are easily downloaded in the app from...
- Fri Feb 05, 2021 4:08 am
- Forum: IceBlink Basic Engine+Toolset
- Topic: IBbasic Feature Board
- Replies: 6
- Views: 140229
IBbasic Feature Board
CURRENT RELEASE (v1.0.19) (posted to NWVault: 12/12/2021, Google Play: 12/12/2021, Apple App Store: 12/12/2021) LAST EDIT: Dec 18, 2021 PLANNED FOR FUTURE VERSIONS BUG FIXES -web effect doesn't take hold on same round when moving GAME ENGINE -have the ability to hide all the left buttons (can use ke...
- Fri Feb 05, 2021 3:27 am
- Forum: General IceBlink Project Discussions
- Topic: Interested in contributing
- Replies: 20
- Views: 106476
Re: Interested in contributing
Having the option for some creatures to have a melee and a ranged attack or just melee or just ranged is a nice feature for builders to have. I do understand that it would require a lot of code revisions. Maybe we put that on the future features list and have it sink in for a bit. I guess we should ...
- Wed Feb 03, 2021 11:53 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
You can always go into the save file and just change the GlobalInt from 1 to 2 for Havan if needed. Just open the save file (in saves/Hearkenwold/) such as "slot1.json" (or whichever is your last save) in a text editor and search for "moduleGlobalInts".
- Wed Feb 03, 2021 11:44 pm
- Forum: General IceBlink Project Discussions
- Topic: Interested in contributing
- Replies: 20
- Views: 106476
Re: Interested in contributing
The code looks amazing! It will take me some time to wrap my head around it as I haven't used interfaces that much. I used them a bit for NWN2, but they still are a bit confusing to me, haha :lol: I grew up coding on my c64 and amiga500 with Basic (that was about the extent of my experience as I mad...
- Wed Feb 03, 2021 11:34 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I guess the votes are in and the split items (last image) is the winner 

- Wed Feb 03, 2021 4:04 am
- Forum: General IceBlink Project Discussions
- Topic: Interested in contributing
- Replies: 20
- Views: 106476
Re: Interested in contributing
Sounds like a plan, keep us posted on any progress and questions along the way.
- Wed Feb 03, 2021 3:56 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I adjusted the layout of the party screen and also added The Elderin Stone default player portraits back in: IBbasic02.PNG IBbasic03.PNG You can see that Murray hasn't learned the two-weapon fighting trait (L1) just yet, but he really wants to dual wield those long swords :lol: Do you like this layo...
- Wed Feb 03, 2021 3:07 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
trip and disarm traits sounds like fun... hmmm, maybe we need that in IB (unless someone already created traits for those).
- Wed Feb 03, 2021 2:59 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Pongo and Dorateen! Pongo, I am looking to have Blackwinter be the default module that comes with IBbasic. I see that there are a number of maps and other parts that were not finished and I know this was just a demo module at the time it was released. It still plays well and has a full story ...
- Wed Feb 03, 2021 2:34 am
- Forum: General IceBlink Project Discussions
- Topic: Interested in contributing
- Replies: 20
- Views: 106476
Re: Interested in contributing
We are very much self taught coders so you will quickly find that our code is messy and may not have the best structure. We used to use C# as the scripting language back in the early days, but out of concern that anyone could create malicious code that could be executed within IB (not fully sandboxe...
- Wed Feb 03, 2021 12:09 am
- Forum: General IceBlink Project Discussions
- Topic: Interested in contributing
- Replies: 20
- Views: 106476
Re: Interested in contributing
Welcome to the IB forums! Karl mostly has been working on IB and I have been working on IBbasic. IB is just for PC (although I have tried to bring it to iOS and Android with xamarin, but it has some issues) and IBbasic is for PC, iOS, and Android. IB has a separate Toolset app and IBbasic has a buil...
- Tue Feb 02, 2021 3:51 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Making some great progress! The encounter with the competing party was fun to watch and you held up well against them (minus the bleeding part
). There sure are a lot of options to choose for your combat actions. It was a little overwhelming, but I guess it gets easier with time 


- Tue Feb 02, 2021 12:12 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Here is what the revised main map screen looks like with a full party and portraits:
- Mon Feb 01, 2021 4:45 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Here is the layout I am thinking will work. I need to fix the centering a bit. I am not sure if I should move all the items to one side, the traits/spells/effects/info to the other side and have the token under the portrait.
- Sun Jan 31, 2021 6:21 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So I have the Xamarin version and the PC version all synched up for the new IBbasic (dropping the IBbasicJr name) (including the iOS and android versions both working). I am now looking at adding portraits back into IBbasic. I removed them previously because I wanted to focus on art assets that woul...
- Fri Jan 29, 2021 10:45 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
You can always go into your last save game file. It is in the "saves" folder and then the module's folder and look for the slot number that corresponds to the save file you want to edit. In the save file (it is just a text file, json format), do a search for "baseWis" to get to t...
- Tue Jan 26, 2021 4:36 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
The past few days I have been working on the Xamarin version of IBbasic Jr. Xamarin has evolved a bit since I worked on IBbasic last so some changes had to be made. It looks like the future is in .net standard so it automatically put me in that direction when creating a new project. The project is s...
- Sat Jan 23, 2021 10:41 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added a new trait called "Bandage". It is available to all Player Classes at level 1 and is automatically learned. It is an active trait and it uses up your turn. You need to be adjacent to a PC in order to use it. If a PC falls below 0 HP and starts bleeding, you will want to use this t...
- Sat Jan 23, 2021 4:24 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Dorateen, I'll use those as the default values and of course builders can modify them as needed. Today I implemented the two-weapon defense traits and the improved critical trait. I also add more text info on the character screen, party inventory screen, and item selector screen to show the t...
- Fri Jan 22, 2021 4:50 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Wow, I did not expect the full system of threat range and varying crit multipliers. Amazing! Thanks Dorateen! Today I fixed a couple of bugs with the two new systems after testing. I also added more feedback in the combat log about attack rolls and critical rolls. I updated all weapons in the new I...
- Thu Jan 21, 2021 4:12 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I added the mechanics for critical hits as suggested by Dorateen. It basically works like d20, or is close. A 20 always hits, but does not automatically result in a critical hit. If the threat range is exceeded, then another roll is made with the same bonuses to see if you make the critical hit (ano...
- Wed Jan 20, 2021 4:26 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Finished adding the "light" weapon flag to all light weapons. In the item description, it now shows "Light Weapon: yes/no" as seen in the image below. Also, the correct attack modifier is calculated due to the light weapon.
- Wed Jan 20, 2021 4:03 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I created the two traits and finished implementing the system. I just need to go through each weapon and flag the ones that are "light" weapons. In the images below you can see that the ranger has the trait, but since the off-hand item hasn't been changed to be a light weapon yet, it still...
- Tue Jan 19, 2021 4:24 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
For IBbasic Jr, I needed to create an editor for working on the default PlayerClasses, Races, Effects, Spells, Traits, creatures, and Items. So that is what I have been working on the past few days. I am pretty much done and now I am ready to start creating the needed two-weapon fighting traits and ...
- Mon Jan 18, 2021 2:03 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
latest video is great with all the mirroring and the streaming in new content is not too long. Maybe having a message of "Loading..." with some spinner or slowly adding more periods after "Loading....." will let the user know that the game hasn't froze. The multiplayer features a...
- Sun Jan 17, 2021 4:55 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Thanks Dorateen! Here is the code for checking what the two-weapon fighting penalty/modifier should be depending on having a trait and/or having a light weapon in the off-hand: public int CalcPcMeleeTwoWeaponModifier(Player pc, bool isMainHand) { if (gv.sf.hasTrait(pc, "twoweaponfighting2"...
- Sat Jan 16, 2021 11:59 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I am starting to add a feature to use a weapon in the off-hand. I have equipping the item working so far. I'll need to add the impact to combat (such as one additional attack per round) and traits (like two weapon fighting L1 and L2 to reduce the penalty for using two weapons). I'll also add a lower...
- Sat Jan 16, 2021 4:00 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
That's a great FPS for the number of actors and full raytracing. Now the fun begins, right?
Bring on the star destroyers.

- Fri Jan 15, 2021 11:42 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So I am changing directs a little bit as I am now working on IBbasic Jr. for Kids :lol: (short diversion from IBbasic, but should help with ideas for IBbasic as well). Both of my kiddos have been showing some interest in making IBbasic modules, but the learning curve is still steep so I am making a ...
- Fri Jan 15, 2021 11:33 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
Hearkenwold for IB (not IBbasic) will definitely be a good resource as well as being an amazing module.
- Fri Jan 15, 2021 10:48 pm
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
I just tried opening toolset (v196) and created a new trigger on the homeds map. I then right clicked on the jaden prop and two context menu options show up. I then can click on the trigger tag and that switched from the new trigger to the jaden trigger in the trigger panel. If it doesn't seem to be...
- Thu Jan 14, 2021 3:54 am
- Forum: IceBlink Engine
- Topic: Preparation before heading into the wilds
- Replies: 30
- Views: 176209
Re: Preparation before heading into the wilds
Welcome to the IB forums! We are slow indeed, but we like it that way :lol: The current trick with spells in IB v197 and IBbasic v28 is that there are two parts, the spell part and the effect part. The part you posted is the spell part. Below is an excerpt from the "data.json" file found h...
- Sun Jan 03, 2021 2:36 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
March is right around the corner and your progress has been swift. The KotC2 conversions is coming along nicely.
- Thu Dec 31, 2020 7:44 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
for IBbasic, I am looking to add some additional tactical combat mechanics. I want to add attack and/or defense bonuses based on the number of enemies and companions that are adjacent to the attacker/target. I used to play a game called "Lord's of Conquest" on my c64 that used similar mech...
- Thu Dec 31, 2020 3:09 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
Have you needed to write any code snippets yet or is it all using visual code blocks? The videos are great and very helpful to see how things are working out and progressing. Keep them coming.
- Fri Dec 25, 2020 3:57 pm
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
Ah, I made a little video on Pt0, so you can get a better idea: https://youtu.be/MBUIL97U4P0 That is so cool that you figured all of this out in Unreal engine. My kids and I watched the video and they were really impressed with the flying and throwing the green light cubes :lol: My daughter really ...
- Fri Dec 25, 2020 3:52 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
For year's end incoming I did a little video with a quick look into IB v197 (just the village from the tutorial adventure, so you likely know most of the content): https://youtu.be/FehInPy78EI Excellent video! Thank you for putting this together and showing off some of the features in IB and detail...
- Wed Dec 23, 2020 2:13 am
- Forum: General IceBlink Project Discussions
- Topic: Unreal Engine Side Project: Pt0
- Replies: 38
- Views: 219435
Re: Unreal Engine Side Project: Pt0
Sound interesting! So will Unity not handle ray tracing anytime soon? Unity seems like the best engine to learn for those familiar with Java/C#. I guess learning c++ wouldn't be the worst thing, but the learning curve for memory handling seems step. I've thought about moving IB to Unity a few times,...
- Wed Dec 23, 2020 2:07 am
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
No need to feel bad at all of course. IB will always be here and will progress as we have time and energy permit. We have no boss pressuring us :lol: I also wish everyone a happy end to the year and look forward to a better year in 2021 (it couldn't be worse, right?). I have been playing through The...
- Mon Dec 14, 2020 2:41 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Thanks for the video, that helps me see what KotC is like and how Hearkenwold plays in the engine. My 6 yr old boy and I watched the video and he was impressed with the wraith's level drain and wanted that for his PC. I said you will need to become undead first and he was okay with that 

- Mon Dec 14, 2020 2:31 am
- Forum: General IceBlink Project Discussions
- Topic: Harp & Chrysanthemum 13-year anniversary update
- Replies: 2
- Views: 37573
Re: Harp & Chrysanthemum 13-year anniversary update
That sounds great! We (the kids and I) have been playing a bit of NWN2 off and on over the past few months. It has been weird trying to find the camera setup that I used to like. We have been playing mostly through the OC, but I'll need to give the updated H&C a go as well. I think my kids enjoy...
- Sun Dec 06, 2020 4:35 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Is Hearkenwold for KotC1 or KotC2? I haven't played KotC so I am not very knowledgeable. What will I need to play Hearkenwold in the KotC engine?
- Sun Dec 06, 2020 1:37 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looking good and more good progress made. I saw that KotC is on sale on GOG... I'll need to look into that so I can play Hearkenwold once ready. Our family was playing Grounded for a couple of months, but we got bored with it as they are still in early production and we ran out of things to do.
- Mon Nov 02, 2020 1:24 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks great! The use of a wind track should fit very well with the manor areas. It looks like you are making some good progress with the KotC conversion!
- Wed Oct 21, 2020 11:30 pm
- Forum: General IceBlink Project Discussions
- Topic: BG3
- Replies: 4
- Views: 46858
Re: BG3
I haven't decided on BG3 just yet. I'll probably wait until it is finalized as I have a large back log already. Our family has been playing Grounded in co-op and that has been fun. Congrats on the 3080 RTX. Unreal seems intimidating to me. My daughter has been wanting to learn Unity so that should b...
- Sat Oct 10, 2020 2:17 am
- Forum: General IceBlink Project Discussions
- Topic: BG3
- Replies: 4
- Views: 46858
Re: BG3
Awesome, please dive in and report back on your findings
. I like that they went with turn based and it will be interesting to hear from you on how that flows with the rest of the game play.

- Tue Oct 06, 2020 9:40 pm
- Forum: General IceBlink Project Discussions
- Topic: BG3
- Replies: 4
- Views: 46858
BG3
Any thoughts on BG3? Is it worth trying the early access or wait? I see that it is on GOG now.
- Sun Oct 04, 2020 4:31 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I agree, I think we need to change the default targeting system on PC to use hover-over to look for a target and then a single click to do the action. For touchscreens, we can set the default to be the two click option. We could then add a toggle (to the list of other existing toggles) to switch bac...
- Sun Oct 04, 2020 3:45 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks like you are making some great progress there so far. Having a targeting system based on hover-over rather than click would work great for PC, but I'm not sure how that will work for touchscreens. I had that same problem with the hover-over text on props for touchscreens. I think for the PC ve...
- Mon Sep 14, 2020 12:43 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
Love the system enhancements and character build options that will make multiple playthroughs more interesting. My hope is to have IBx work well for Malkin and Hearkenwold on multiple platforms as well as it does on the PC. It will be a little tricky to get it to run as fast and load as fast as the ...
- Sat Sep 12, 2020 4:16 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Awesome! I updated my visual studio to the latest and also all the Xamarin nugets. I then pulled version 196 so I can continue with IBx (I’ll need to pull v197 now). I did play a little of Blackwinter on IBbasic, but had a party wipe trying to take on too many cultists even after being warned 

- Sat Sep 05, 2020 12:27 am
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
A well deserved break (moving isn't really a break :lol: ) and glad to have you back coding IB (although you have been posting commits to GitHub this whole time). Looking forward to what is coming up in the next years (IB additions, with Malkin and Hearkenwold). I hope to be back on IB Basic in a mo...
- Sat Sep 05, 2020 12:20 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Congrats Dorateen on hitting this milestone. Downloading now.
- Sun Aug 30, 2020 10:09 pm
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
Making the best of summer like Phineas and Ferb 

- Tue Aug 25, 2020 11:09 pm
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
That's quite a bit of work you have done to implement the map and provide functionality that makes sense. I think it will definitely pay off. You always have a great amount of detail to your work and that is why it turns out so well and is memorable. The video shows off the map and its use well.
- Sat Aug 22, 2020 2:08 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I haven't played KotC before, but the Hearkenwold screenshots look wonderful. If, while making the conversion, you think of any ideas on how to improve the IB toolset and engine, please share them. I'm still busy with RL stuff right now, but when the time is right, I'll be digging back into the code...
- Sat Aug 22, 2020 2:02 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
The website is coming together nicely so far!
- Mon Jul 27, 2020 8:48 pm
- Forum: IceBlink Engine
- Topic: wave header corruption in combat
- Replies: 3
- Views: 9216
Re: wave header corruption in combat
I think you are right and it is timing related. It is tricky trying to understand how the various audio tools work from a coding stand point (especially for us self taught coders :lol:). Karl has been very busy with the move to a new place. Sound is a somewhat threaded activity so it can be inconsis...
- Sat Jul 11, 2020 6:00 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Awesome work! I always knew there was more to come from Xemne ever since the first alpha version :D The battle encounter with the rough terrain and one square movement sounds great. Karl definitely added some great combat features for builders to use. I’m curious how the larger dungeon level will tu...
- Mon Jul 06, 2020 2:35 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
Sounds like some excellent progress there! The areas and tiles are fantastic, they look really good! The new version of the song is also well done and has that extra benefit of being quickly recognizable for me and pleasant to the ear.
- Mon Jun 29, 2020 4:29 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
That’s true, you’ll have to choose wisely and conserve those SP. many of the fighter types that can afford to roam around don’t have a lot of SP to waste either. I think it will balances out nicely.
- Sat Jun 27, 2020 4:28 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Awesome! I love the use of the active trip trait. That sounds like it will be fun to use and adds additional strategy to combat.
- Mon Jun 08, 2020 3:52 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I like you thinking there. It really does sound like a super cool idea for adding some character development flavor. I like the idea about the wizard class as well.
- Sun Jun 07, 2020 8:58 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
The fighter’s guild quests sounds great. I really like the use of a trait for transitioning a fighter to a barbarian class. That’s a cool idea that could be used in many ways to develop a character further.
- Thu May 28, 2020 3:49 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Sounds interesting, but I’m not sure how it would work out in the end. I guess I would need to see a mock up drawing of what it would look like, but the possibilities could be interesting in the end.
- Sun May 10, 2020 8:59 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Slowdive -- working remotely is way more time-consuming than I thought it would be, are you finding it the same? definitely has been more time-consuming than I had expected and the fuzzy separation between work and my family has been challenging for my kiddos. I work in the main bedroom so I can cl...
- Wed May 06, 2020 6:55 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
I too have been unusually busy with RL due to virus, teleworking, and family stuff. Plus I’m going through my brother’s old 4track tapes and converting them to digital which I have been avoiding for years, too painful.
- Fri Apr 24, 2020 4:59 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
That is an exciting and impressive list of tasks there 

- Sun Apr 12, 2020 8:14 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Next up for me is supporting widescreen/ultrawidescreen resolution (as my main gaming pc is using such a monitor). I made very promising first steps and it looks simpy gorgeous to have such a large paly area full of IB glory :) . This sounds very exciting and hopefully adjusts for most all screen s...
- Tue Apr 07, 2020 7:36 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Well, we failed miserably
I’ve since went back to the areas that we should have been visiting first and I am moving through those quests first. I’m helping a hermit on a hill at the moment looking a for an item that reminds him of his daughter.

I’ve since went back to the areas that we should have been visiting first and I am moving through those quests first. I’m helping a hermit on a hill at the moment looking a for an item that reminds him of his daughter.
- Mon Apr 06, 2020 11:52 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Sounds like a fun challenge. My son and I came across a battle at a bridge which resulted in a fast party wipe
. We had no business being there, but my son was running through areas fast and came across this 


- Sun Apr 05, 2020 12:29 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I will add an option to display the effect icons full size again, maybe even as an individual setting for each effect. The icons on the death dogs likely look a bit misplaced (too high) because the death dog is using a large creature size setting (2x2) while the death dog drawing itself more fills ...
- Fri Apr 03, 2020 12:51 am
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Knowing when to back off on complexity and scope creep are learned skills, often through painful experience. You are now a master coder :lol: I saw the recent Github push and started looking through it a bit, so I see where you are going. It'll be worth the effort. I still have some catching up to d...
- Tue Mar 31, 2020 12:25 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I hope everyone is doing as well as possible. I have been fortunate to be able to work from home with my job (transmission planner). Schools are closed for the remainder of the year. My daughter and I have started playing through the original campaign of NWN2 (her first time) in parallel. I don't th...
- Mon Mar 23, 2020 4:50 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Started playing more Hearkenwold since I have the weekend at home (teleworking during the week). My 6 year old boy took over at one point. He doesn’t read very well yet so I’m reading the conversations to him. He really likes the combat part. We came across a group of goblin wizards and my boy star...
- Sun Mar 22, 2020 10:35 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Started playing more Hearkenwold since I have the weekend at home (teleworking during the week). My 6 year old boy took over at one point. He doesn’t read very well yet so I’m reading the conversations to him. He really likes the combat part. We came across a group of goblin wizards and my boy start...
- Sat Mar 21, 2020 12:03 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
The panning apron sounds great! Is this only done via arrow keys or can this be done via mouse click and drag? I use touch and drag in combat for IBx, but it is not on a pixel by pixel basis.
- Sat Mar 14, 2020 12:47 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Looks like I have some catching up to do on updating IBx
Schools are shut down and I may be asked to start teleworking soon so I should have some time to catch up while practicing social distancing from our home
Stay safe and healthy everyone!


- Thu Mar 12, 2020 2:59 am
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
This is great news if it works out! Hoping that contract gets finalized and the move goes smoothly.youngneil1 wrote: ↑Wed Mar 11, 2020 6:59 am Distracted here big time by RL, but it looks like we found our new appartment (still waiting for the final version of the rent contract).
- Thu Mar 12, 2020 2:55 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
RL has been too busy at the moment with work audit going on the past weeks and preparing for it. I hope that well change this weekend since the audit ends this week. Maybe I can catch up to v187 and post to Google Play and Test Flight. We shall see 

- Mon Mar 09, 2020 2:27 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Looks great! I haven't made it Asherim in my current play through as of yet. It be nice to have the updated maps if they are ready by the time I get there... No rush of course as I am moving slow these days (work audit time, happens every three years).
- Mon Mar 02, 2020 2:05 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Definitely a blessing. Details may be slow going, but they are definitely worth it and we have time on our sideyoungneil1 wrote: ↑Mon Mar 02, 2020 10:34 am The more detail I add, the more detail I find we still miss. It's a curse (or maybe a blessing![]()
).
- Sat Feb 29, 2020 4:32 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Here is what I came up with for a test... shown on my iPhoneX (the button to show/hide the toggles is in the bottom left, works like the arrows show/hide): C9ED4BB1-0508-4F17-A710-02F9E3523EF8.png 92846A5B-7DE9-4135-BE1A-6933E26B30DC.png 36868579-A971-42E6-86E6-CEEBAF651021.png C0AED1DE-3770-44A4-8D...
- Fri Feb 28, 2020 11:03 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Sounds great (minus the fun documenting part
). I'll update IBx once v186 is on GitHub. I'm also working on adjust some of the UI for IBx to work better on smaller screens.

- Thu Feb 27, 2020 2:39 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
That looks awesome! Will be lots of fun to have the help. I have a similar type encounter at the very end of Lanterna, but I had to use the addCharacterToParty function back then so it is good to hear that the new summonAlly script works in this situation.
- Sun Feb 23, 2020 3:16 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Downloaded yesterday and updating my iPhone and iPad to Hearkenwold v184. The GIFs work great now on the forums for seeing animations and IB in action 

- Fri Feb 21, 2020 11:50 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I posted IBx v184 to Google Play and Apple TestFlight. It may take a few hours to show up though. Google Play (Android): https://play.google.com/store/apps/details?id=com.iceblinkengine.ibb.ibx Apple TestFlight (iOS): you should get an invitation email or try from TestFlight app... look for version ...
- Thu Feb 20, 2020 4:30 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I finished updating IBx to v184. I still have some UI issues to work out and other old bugs noted by Zach and Karl that I am working on. I should have iOS/Android builds ready this weekend for testing.
- Wed Feb 19, 2020 11:16 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Yuck, that’s horrible! I saw an article the other day that popped up in my Google news about the housing market in Germany and how crazy it has become in the past few years. The article was mostly focused on Berlin, but I am assuming it is being felt everywhere. Berlin was proposing to cap rent at n...
- Wed Feb 19, 2020 12:43 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Side note: I was having troubles logging in to the forums before I realized I was using an old password. It got me thinking that (just in case) I should give someone else admin rights so that we never get locked out of the forums if my account gets messed up in some way. So I changed Karl to "r...
- Mon Feb 17, 2020 7:02 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Get well soon, Jer. The scrolling as well as the party tail code are especially messy, I fear, so this is likely quite cumbersome to port over to IBx. This stuff gets extra tricky in a streaming, seamlessly connected scneario (neighbouring areas set up) and even more so in darkness/night when the l...
- Mon Feb 17, 2020 6:53 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Downloading v184 as well. I updated IBx to use the same draw routines as IB now so smooth scrolling is working...at least it is on main maps, but there is still that weird combat issue that I need to track down in IBx. Once I have that fixed, I'll post the new build to GooglePlay+TestFlight and then...
- Wed Feb 12, 2020 6:09 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
So this weekend didn’t go as planned as I have been out sick. I started trying to address some graphic engine issues I introduced in IBx that are different from the way IB does them for the smooth move feature. I’m trying to fix IBx to work the way IB does and this may take a bit time to implement.
- Fri Feb 07, 2020 4:25 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Today I finished implementing sound in IBx. It is great to hear all the wonderful music in Hearkenwold on my iPad and iPhone X. Plus I get those fun attack sounds too :D I also worked on fixing the script loading issues and I think I have that fixed now. It will need further testing by those who use...
- Tue Feb 04, 2020 3:47 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Yes, but I couldn’t pass up the opportunity to try... think of the wonderful tales we could tell at the tavern is we survived 

- Tue Feb 04, 2020 4:19 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Today I worked on fixing some of the main map and combat UI layout issues for different sized screens and aspect ratios. I also increased the font size as much as possible without creating other issues. Next up, I will try and finish implementing the script file loading part of IBx.
- Tue Feb 04, 2020 3:35 am
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Sorry to hear about the RL yuckiness (sp?) I hope all turns out okay in the end, but it doesn't sound like a fun ride. On the selfish side, it will give me a chance to catch up with all the IBx UI, sound, script loading, and other issues before IB has a v184 

- Tue Feb 04, 2020 12:51 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
That looks great! On a side note, my party decide to explore around a bit near the tavern. We wondered into the mountains and came across an interesting creature which quickly produced a party wipe
I think I'll come back and give it a go in a bit. Most of my party is level 4 or 5 now.

- Mon Feb 03, 2020 3:52 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Testing GIFs to see if they work on these new forums with new and fancy phpBB version.
- Mon Feb 03, 2020 3:29 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I need to figure out how to make gifs and make sure they post to the forums if possible. That would help show case some of Karl’s hard work with the engine and animations.
- Sun Feb 02, 2020 11:08 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I tried using it as a prop and that worked. I used the following settings to get it to look okay. I think it has an illusion of going up instead of down. Probably should add a more distinct pattern that moves down.
- Sun Feb 02, 2020 9:05 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Are the water ones that you have used already considered props and not tiles? Maybe this has to be used as a prop? I'm not familiar with the animation system so maybe Karl can offer some direction here.
- Sun Feb 02, 2020 6:45 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
See if this works...
- Sun Feb 02, 2020 4:53 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
- Sun Feb 02, 2020 2:02 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Ah good to now concerning the ios version - I really should get a new ipad here. The old one is just indestructible it seems though :lol: . What iOS version is your iPad running? I should be able to target iOS 12, but I don't want to go back to iOS 10 (I think it lacks some of the file handling ben...
- Sun Feb 02, 2020 1:59 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
That cave waterfall could use an animated versionyoungneil1 wrote: ↑Sun Feb 02, 2020 8:46 am Oh, animated props are big fun. We will have many more as time goes on. They work on the encounter screen , too, now.

- Sun Feb 02, 2020 6:29 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
Your title screens have had some significance to the story in the past... I wonder if this one has a story to tell
we shall see.

- Sun Feb 02, 2020 1:12 am
- Forum: IceBlink Modules
- Topic: Malkin
- Replies: 38
- Views: 276932
Re: Malkin
Awesome! love the image... title screen? Looking forward to hearing and seeing more of Malkin as it progresses.
- Sun Feb 02, 2020 1:08 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
This looks great! Use of skill checks is always welcome. I also like the idea of having different ways to pass an encounter or challenge. The beetles and their fire breathing looks fun 

- Sat Feb 01, 2020 8:37 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
- Sat Feb 01, 2020 4:17 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
tying triggers and later props to traits and possibly spells is a great addition and will add much to combat tactics and challenge. It'll also make certain classes more useful.
- Sat Feb 01, 2020 4:14 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Very nice progress there :) . I will try to get it up and running on my old ipad... It requires iOS 13 as a minimum so if your old iPad is on 12 or earlier, it won't work. I just uploaded v183 to Google Play in the Beta program this time (instead of internal testing track). It should show up in the...
- Sat Feb 01, 2020 5:38 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I uploaded an iOS version of IBx (v1.183.003) to Apple's TestFlight program. I invited Karl and Zach to the IBx internal testing team. Others will be able to sign-up once the build finishes going through an Apple approval process. I'll then have a link for others to use. I'll post IBx v1.183.003 to ...
- Fri Jan 31, 2020 2:46 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
When and if we get to that point, we could add a tool in a menu for “import encounters file” that will convert an encounter file into separate files and then start treating them the same way we do areas and conversation files.
- Thu Jan 30, 2020 2:27 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Screen shot of v183 on my iPhone X... looks great, but I need to do some ui adjustments and missing color fixes for skiaSharp.
- Thu Jan 30, 2020 3:33 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Finished updating IBx to v183 and tested the UWP build on my PC. Now I need to start testing on my phone... so far it seems to be working fine. I need to figure out a way to do right and left clicking functions on a touch screen.
- Wed Jan 29, 2020 6:18 pm
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Have you assigned sounds to each weapon?
- Wed Jan 29, 2020 5:23 pm
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
Okay, I’ll come back to them after the inn/tavern quest. They were the areas north of the old tavern path areas.
- Wed Jan 29, 2020 4:48 am
- Forum: IceBlink Modules
- Topic: Hearkenwold
- Replies: 303
- Views: 1095693
Re: Hearkenwold
I played some more the past few days on my phone and I have come across a few new areas to me. They had some “too tough for my party” encounters so I think they are meant for later
. Back to searching for the inn. Most of my party of five is now level 3. I’m playing through with IBx v182.
- Wed Jan 29, 2020 4:42 am
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Three down and one more commit to go. Script functions is a doozy, but I think I can copy whole methods at a time. Should have IBx ready tomorrow night to be caught up to v183.
- Wed Jan 29, 2020 12:53 am
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Do you get any debug messages or messages sent to debug file stating that a sound didn't play or file couldn't be found?
- Tue Jan 28, 2020 4:53 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
I typically just copy and paste entire methods over the existing one in IBx. As long as there are no sharpDX or file management stuff it works flawlessly. If it doesn’t work and I get lots of red underlines, then I undo the paste and copy over one or a few lines at a time and rewrite the parts that ...
- Tue Jan 28, 2020 2:57 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
Last night I added another IB commit to IBx. Only two more commits to go to get IBx up to v183 

- Mon Jan 27, 2020 3:15 pm
- Forum: General IceBlink Project Discussions
- Topic: Slowdive's Little Daily Blog
- Replies: 339
- Views: 4308069
Re: Slowdive's Little Daily Blog
The planning code is very simple and small. You can look at my last commit to see it... well two commits ago
Great catches and feedback. I’ll look into these once I have implemented all the new commits to v183.
Great catches and feedback. I’ll look into these once I have implemented all the new commits to v183.
- Mon Jan 27, 2020 12:08 am
- Forum: General IceBlink Project Discussions
- Topic: IB (pc only, testbed) Development updates
- Replies: 126
- Views: 693036
Re: IB (pc only, testbed) Development updates
Congrats on the v183 release. I'll start importing the new commits to get IBx to v183 as well and test the new features on my iPad 
