Search found 142 matches

by Pongo
Tue May 03, 2022 9:34 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 234
Views: 42089

Re: Hearkenwold

Looks great! Good to hear you're still on track.
by Pongo
Sun Apr 17, 2022 6:27 am
Forum: General IceBlink Project Discussions
Topic: Slowdive's Little Daily Blog
Replies: 319
Views: 49630

Re: Slowdive's Little Daily Blog

Yeah that looks nice! I agree with Dorateen about the pixelated textures.

I hadn't seen Talespire in action before but it looks pretty cool. The combat approach looks like it would work, definitely captures the tabletop feel.
by Pongo
Sun Apr 03, 2022 9:22 am
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 234
Views: 42089

Re: Hearkenwold

Looks great Dorateen, that's an impressive amount of progress! Soth Tarnel looks like it will be a fun challenge.
by Pongo
Tue Mar 22, 2022 3:59 pm
Forum: IceBlink Engine
Topic: running script on enemy death
Replies: 5
Views: 255

Re: running script on enemy death

Thanks - yes, I think I could just lower their HP - eg, if I give them 4 HP and the explosion does 3d4 damage they can never survive a hit.

It means they become "one hit and explode" enemies, which isn't quite what I had in mind, but it will totally work. I'll do that. Thanks, Dorateen!
by Pongo
Tue Mar 22, 2022 2:53 pm
Forum: IceBlink Engine
Topic: running script on enemy death
Replies: 5
Views: 255

Re: running script on enemy death

Good question! Not sure why it hadn't occured to me to check... In the Elderin Stone I had it set up with "onScoringHitCastSpellTag", which does cast on self. It works on hit though rather than on death, which means if the zombie has enough HP you could hit and get it to explode, but it co...
by Pongo
Tue Mar 22, 2022 1:51 pm
Forum: IceBlink Engine
Topic: running script on enemy death
Replies: 5
Views: 255

running script on enemy death

I can't get my exploding zombies to explode. I just get a "failed to run IBScript" message on their deaths. This is the set up to launch the castspell script: exploding zombie.png The tag is correct. I think the problem might be that the castspell script is designed to work in convos rathe...
by Pongo
Sun Mar 06, 2022 8:28 am
Forum: IceBlink Modules
Topic: Pescua [title work in progress!]
Replies: 83
Views: 13082

Re: Pescua [title work in progress!]

Thanks! Yes, that's right Dorateen - I'm not binning Chp2 content, but I'm being more ruthless at gating it off from this build. There will still be plenty of content to explore in Chp1.
by Pongo
Sun Mar 06, 2022 8:26 am
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 234
Views: 42089

Re: Hearkenwold

When coming across a door with a potentially nasty surprise behind it, a party member with low constitution can express hesitation. This sort of thing is one of the ways individual character personalities can manifest themselves in a group, chiming in with little comments. And sometimes, the words ...
by Pongo
Sat Mar 05, 2022 11:13 am
Forum: IceBlink Modules
Topic: Pescua [title work in progress!]
Replies: 83
Views: 13082

Re: Pescua [title work in progress!]

Continuing to make good progress, but I'm going to focus now on just getting a build ready to publish. I'm cutting all the Chp2 content for the minute and focussing on making Chp1 a better experience - finishing a few side quests and unexplored areas, and expanding the ending a bit, revisiting some ...
by Pongo
Fri Feb 18, 2022 9:07 am
Forum: IceBlink Engine
Topic: IB Features/Bugs Tracking List
Replies: 53
Views: 9120

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...