Slowdive's Little Daily Blog

Discuss anything in general about the IceBlink Engine + Toolset project (or anything else) here.
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slowdive
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Re: Slowdive's Little Daily Blog

Post by slowdive »

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 think they mostly like creating characters, but that is kind of their MO in all RPGs. We have played through the starting area a number of times and then they go back to creating a different character to try different things. We have player in multiplayer with the three of us, but it crashes every once in awhile. Lately, we have just been playing concurrent single player runs and trying to wait for each other to get to the same places before moving forward.
Pongo
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Re: Slowdive's Little Daily Blog

Post by Pongo »

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 tabletop when they're a bit older.

Delete will be helpful, thanks! On a kind-of-related-note, when you click module "save as" there isn't an option to cancel so you have to create a new, differently titled version of the module. Even after eight years I can't help but click that option from time to time by mistake. You'd think I'd have learned by now. :) A cancel option would be nice.
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Dorateen
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Re: Slowdive's Little Daily Blog

Post by Dorateen »

slowdive wrote: Sun Mar 14, 2021 12:13 am We have player in multiplayer with the three of us, but it crashes every once in awhile.
Hey slowdive, I haven't been following BG3 closely. When you talk about the multiplayer mode, is there a way to use that to create your own party like in the original Baldur's Gates? Like you set up a multiplayer session on one computer, and you add multiple player characters to the party.
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slowdive
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Re: Slowdive's Little Daily Blog

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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 that will change some day). The trick with one computer is to run multiple instances of BG3 from one computer to create the four PCs in multiplayer mode, save it once the story starts, and then load that save in single player mode. You need a pretty good PC to run multiple instances I suppose. After the first instance is up and running, use "windows key" to leave full screen and then navigate to the BG3 "bin" folder in the "Baldur's Gate 3" install folder. Run the "BG3.exe" or "BG3_dx11.exe" to open more instances.
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slowdive
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Re: Slowdive's Little Daily Blog

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Pongo wrote: Sun Mar 14, 2021 7:49 am 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 tabletop when they're a bit older.

Delete will be helpful, thanks! On a kind-of-related-note, when you click module "save as" there isn't an option to cancel so you have to create a new, differently titled version of the module. Even after eight years I can't help but click that option from time to time by mistake. You'd think I'd have learned by now. :) A cancel option would be nice.
We mostly have been giving Grounded a go again with the latest updates. We all four play on three computers and on a xbox one s. Grounded is a fun game for a family game. My wife and kids love it. I haven't heard of the Hero Quest box sets or marble runs, I'll need to check them out.

The delete button is for IBbasic only. It is easy enough in IB to just delete any module folder since on a PC you have easy access to the full file system. We'll need to remember to address the "save as" cancel option once Karl is back on the coding tasks.
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slowdive
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Re: Slowdive's Little Daily Blog

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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-app toolset.
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Re: Slowdive's Little Daily Blog

Post by Pongo »

This is Hero Quest:
https://heroquest.avalonhill.com/en-us
It's a simple dungeon crawl board game, a lot of fun. It's been out of production for decades and the eBay prices were horrendous so nice to see it making a comeback. They made a computer game of it as well, which was fun back in the day... https://www.myabandonware.com/game/heroquest-169
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slowdive
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Re: Slowdive's Little Daily Blog

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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. :lol:
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slowdive
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Re: Slowdive's Little Daily Blog

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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 that I'm working on next:
+combat mechanics: modifiers for number of adjacent friends... maybe +1 AC for every one or two adjacents (some visual indicator of the bonuses as well). So your AC goes up if you stick together, but you become more susceptible to AoE attacks.
+bonuses for rear attacks and have a trait for expanding the area and/or bonus (some visual indicator of the bonuses as well)
+create an effect that increases move distance and one that doubles number of attacks (can be used for "haste" with both effects or a special trait like "dash" and "improved dash" that increases just move distance)
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Re: Slowdive's Little Daily Blog

Post by cartons »

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?
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