Ambrosia Garden Archive
    • extending coldstone?


      I'm very new here- just downloaded coldstone yesterday and i love it!
      i've been trying to get a decent game out of director for years - been working on several worlds and kept on swithcing from comic to book to animations etc... all in the hope to make a game of it someday... You've probably been there.
      Coldstone is the best thing happening to me since I got my mac

      I started working on the interface at first, so I could have a definitive style to keep me on the tracks- I've got a lot of work ahead of me 🙂
      But even now I'm beginning to resent the font thing - not being able to edit it is a big setback to the way my stuff looks - especially as i can't seem to make custom dialogue pics instead.

      Also I've started on implementing the various races i've been developing, and I've found serious limits there as well...

      Obviously the only thing to do is learn to live with the limitations of coldstone - a small price to pay for its ease of use!

      However i'm not very good at learning to cope with limitations beset upon me by a higher power.. And as i work on a UT mod, I've become used to having the luxury of programmers editing everything down to the smallest detail..

      What if there could be a extended version of coldstone - meant for the diehard users? Maybe volunteers could code it...

      obvious reasons not to have one :

      -It is being developed already but is aimed at the professional market.
      -It would require coldstone to be rebuilt from the ground up.
      -It is possible but a horde of flying monkeys ate the source code and then continued to devour the coding team - everyone attempting to code on coldstone will have to be based deep underground...

      ah well just a idea...

      ------------------

    • That's a very good idea and somehow part of the plan. Actually, there's a lot of insanely cool things I would like to add in Coldstone. This is the first version, remember. Photoshop wasn't built in one day, it sold very well and apparently well enough to justify a second version. Same thing for Coldstone...got it? 😉

      ------------------
      Dee Brown
      Beenox inc. - (url="http://"http://www.beenox.com")www.beenox.com(/url) (check our new web site!)
      (url="http://"http://www.AmbrosiaSW.com/games/coldstone/")Coldstone Game Engine(/url) / (url="http://"http://www.AmbrosiaSW.com/games/pog/")Pillars of Garendall(/url) developers

    • You must be mistaken : Photoshop was handed down from higher levels of reality to enlighten my dull existence here on earth... it wasn't developed!

      but i'm very exited - although after thinking about it a day i could use variables to compensate for example the lack of more then one sort of experience points (might be wrong there though) etc... making a mind switch really makes coldstoen a even better tool

      buying Coldstone as I type this to be able to test all my ideas - i'm beginning to believe Coldstone will become my favourite tool from now on...
      expect my work to show up here soon 🙂

      ------------------

    • Something I would love to see, and I have seen it crop up elsewhere on the boards, is the ability to make allied characters.

      Right now you have hostile (fight against you) and passive (just hang around).

      What about characters that fight for/with you? It would be nice to be able to amass an "army" and have "good" NPCs fight "evil" NPCs.

      Right now ColdStone is trapped in the world of "single hero conquers planet." It would be nice to allow expand it to "Protagonist plus co-stars conquers X."

      A friend of mine also pointed out it would be nice to have a "vehicle" class. He tried to implement it as armor, but how to you turn armor "on" when you enter the vehicle and "off" when you exit?

      It's a great tool now. I can't wait for version 2!

      ------------------

    • as i just started using it this is just a guess - but couldnt you load characters with the global variable "allied" to their name (one for each possible allied npc" into a map on the local initialisation event? Make sure they have 'try to reach the player' set and voila , you have your own band of cronies 🙂

      in two days i'll get my reg. key and i can start testing it myself

      ------------------

    • Quote

      Originally posted by JohnStokes:
      **
      A friend of mine also pointed out it would be nice to have a "vehicle" class. He tried to implement it as armor, but how to you turn armor "on" when you enter the vehicle and "off" when you exit?
      **

      You can fake it by using the character animation change event. Just change the animation to one of the player, for example, on a horse. Then, when it is time to get off the horse, just trigger the event to switch back to the other animation.

      ------------------
      quitcherbellyachin.
      ---
      New Fortress of Die Nacht released! (12/20) (url="http://"http://aviary.damnsw.net")Download it from here!(/url) | | (url="http://"http://aviary.damnsw.net/downloads/dienachtd5.sit")direct download(/url) | | (url="http://"http://aviary.damnsw.net/fortress/progresslog.html")Progress Log (12/20)(/url)