Search found 73 matches

by cartons
Fri Jun 11, 2021 12:16 pm
Forum: IceBlink Modules
Topic: Pescua [title work in progress!]
Replies: 102
Views: 75461

Re: Pescua [title work in progress!]

Nice, those item graphics match well with the default character tokens. This next generation of IB modules is going to look great!

Fun idea with the tattoos. I wonder what sort of secrets your deaders might reveal.
by cartons
Sat Jun 05, 2021 8:13 pm
Forum: IceBlink Modules
Topic: Hearkenwold
Replies: 295
Views: 146569

Re: Hearkenwold

This is looking great! What levels do you expect a 6-member party would reach by the end of the next expansion?
by cartons
Sat Jun 05, 2021 8:08 pm
Forum: General IceBlink Project Discussions
Topic: Slowdive's Little Daily Blog
Replies: 337
Views: 170253

Re: Slowdive's Little Daily Blog

Aw dude, this is so crunchy! I like the idea of attacks not automatically ending a turn; it can make certain finesse based PCs and enemies who can move away from enemies without triggering an opportunity attack that much more slippery. Maybe this is asking a bit much, but now that you have a visible...
by cartons
Wed Jun 02, 2021 2:35 pm
Forum: General IceBlink Project Discussions
Topic: Slowdive's Little Daily Blog
Replies: 337
Views: 170253

Re: Slowdive's Little Daily Blog

It's a point that had been on the tip of my tongue for some time, that I feel like the combat moves a little fast and that it can be difficult to follow what's happening when several enemies take their turn in succession. A toggleable option to slow it down and present the rolls could be a good way ...
by cartons
Wed Jun 02, 2021 1:04 pm
Forum: General IceBlink Project Discussions
Topic: Influences and creative resources
Replies: 2
Views: 5945

Influences and creative resources

What fuels your creative endeavours? Sometimes life makes it difficult to continue progressing on these modules at a consistent rate, and the passions are required to keep the fire burning through a slow spell. I thought it'd be nice to share the little catalogues of infuences, tools, and guides tha...
by cartons
Wed Jun 02, 2021 12:40 pm
Forum: General IceBlink Project Discussions
Topic: Slowdive's Little Daily Blog
Replies: 337
Views: 170253

Re: Slowdive's Little Daily Blog

That was a touch I really appreciated in Disco Elysium, and I think BG3 has sort of the same feature. It would certainly be a nice quality of life addition!
by cartons
Sat May 22, 2021 7:43 pm
Forum: IceBlink Engine
Topic: Getting the engine to count
Replies: 1
Views: 5018

Getting the engine to count

Very basic question here. I'm programming a simple fetch quest where NPC tells PC "You have X fetchits remaining." everytime you return one or more fetchits. I've opted to use LocalInts where once the quest is initiated I set the LocalInt for thisprop to '3'. This is where I get confused. ...
by cartons
Sat May 22, 2021 2:47 pm
Forum: IceBlink Engine
Topic: IB Features/Bugs Tracking List
Replies: 53
Views: 43047

Re: IB Features/Bugs Tracking List

I forgot if this was mentioned, the critical hit multipliers that were introduced in build 199 for IceBlink, is that asymmetrical in the sense that enemies can land critical hits on the player too? If not, it is a feature that should be implemented at some point. I can confirm. I've had enemies cri...
by cartons
Sun May 16, 2021 4:03 pm
Forum: General IceBlink Project Discussions
Topic: Slowdive's Little Daily Blog
Replies: 337
Views: 170253

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?
by cartons
Sun May 16, 2021 3:58 pm
Forum: IceBlink Engine
Topic: Preparation before heading into the wilds
Replies: 30
Views: 25602

Re: Preparation before heading into the wilds

Thanks for the feedback, everyone. The problem was indeed that the combat was triggered from the Prop. Here is the line of events that DOESN'T work: Prop STEP: conversation > conversationX conversationX > encounterY encounterY OnEndCombatIBScript > conversationZ What DOES work: triggerW > conversati...