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What is the Arc Client?
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  • Or quickly burn out, in some of our cases, haha. As much as I'd love more content, I'd honestly settle for the Foundry's spelling errors and weird known bugs fixed at this time. The foundry Author character is insanely buggy, music and sound effects are still not working, etc etc etc.
  • Just got to watch you run through mine. I love the running commentary. It had my girlfriend and me laughing hard through the whole thing. I also noticed a few typos and errors that will definitely get fixed up in my next release. Thanks for posting this video! I'm gonna keep adding to this one a bit until I feel…
  • Thanks, coanunn! I'll have to add that to the next revision, because the system as-is is a bit broken. I just noticed yesterday that it says "You do not have that skill" for dialogue options that require items, for one! I'll probably add [Item Required] or something to those ones, because I originally left those off until…
  • This would work if I only wanted the door to be openable by one class, but if I want the door to be defeated 3 different ways, "Bash the door down", "Pick the lock", and "Cast the Knock spell", then there's no way to do it. It's odd that you can set multiple dialogue options as a requirement for an item to disappear, but…
  • My specific example still can't be done, unfortunately, because I can't set an invisible wall to disappear when any one of four different doors are interacted with.(I have four doors stacked on each other so each class gets a different interaction dialogue.) But it's good to learn that it's intended, so I can just go with…
  • Personally, I think it's bogus that we can't go back and forth between the same maps multiple times, but if you search the forums, you'll definitely find solutions to everything you wrote. You could even do a hack-job door trap by either setting a trap in front of a door(make sure it's not a door necessary to the main…
  • Yeah, which got me a lot of <font color="orange">HAMSTER</font> from all the invisible wall haters. xD So I've decided to avoid using them except in cases where I have to prevent monsters from attacking NPCs. (A necessary evil!)
  • If you aren't using the storyline for this, you could use invisible walls to prevent players from entering a room until they have the conversation, but I've had a few people complain about this, so it might not be the smartest plan!
  • While there's a lot of cool uses for this, I still want this bug to be crushed! I want to make custom doors that respond differently for each class and this makes my doors have no collisions. :(
  • I can do this, but I thought it was a bug, so I've been reticent about using it in my dungeon designs! http://nw-forum.perfectworld.com/showthread.php?296951-Possible-bug-Class-specific-doors-can-be-walked-through I assume it also applies to item-required placeable too!
  • That's true. My suggestion just applies to "side quest" stuff. It's kinda weird that story objectives allow you to do it but side quests don't. It's like how teleporters are the only objects that can't be made to appear and disappear too. I sometimes wonder why the Foundry programmers made these decisions!
  • Yeah, I'm debating a hack-job fix like making an interaction object appear next to them called "(OOC) Click here to remove love letter from your inventory" but it seems like people kinda frown on stuff like that!
  • Actually, I'm trying to encourage you to make an even better open-ended exploration quest. It's kinda my favorite thing ever when done right! If you have time, check out this article on the "Three Clue Rule" Apparently, I'm full of links today. :D The quick and dirty version of it is this: EDIT: Also, I 1-starred Regular…
  • I wish I could've finished it, honestly. You're better than the average person around here at manipulating the Foundry, but the "Pixel Hunt" is widely considered terrible game design. I'd recommend reading up on good game design techniques before you make your next work. In fact, your response to me is actually strikingly…
  • Holy <font color="orange">HAMSTER</font>, this is exactly what every Foundry should be like in my opinion! The intro is fantastic. The details are wonderful. I love the little "DM reading to you" glowy clickables. I couldn't use the lumber because I wasn't a fighter, but then I got a Hear Noise check because I was a thief!…
  • My Review of Catacombs of Dread Before I begin my review, let me add that I hate the boring left-click combat of Neverwinter but play a level 15 Rogue to counter that. I also run tabletop games of B/X D&D weekly, so read my review with that in mind. Without further ado, on to the review! (Also thar be spoilers ahead!) I…
  • Your reviews are well written and interesting to read. Please review my quest if you get the chance! :) The Code is: NW-DJGYNI7NH The Name is: Tomb of Wernar
  • It sounds like we have similar design aspirations, so let's do a trade! I'm at work at the moment, but I'll check your's out either tonight or tomorrow. Based on your list, I don't expect you to get to mine until at least then! :)
  • I wanted to do the same thing and have a village (outdoor map) full of houses (all one on indoor map) and bounce between the two, but the Foundry doesn't support this at this time! (I have no idea why, though.)
  • It's also worth noting that at this time, there's a bug involved with using Cryptic maps as your hub. The quest vanishes from the player's journal and they have to relog.
  • Sadly, Kamallicious's right. The closest way you can approximate this is to make a map have a special area you can only visit if you do something extra special. Perhaps a teleporter inside a room behind a locked door that can only be unlocked with thievery or a key that you have to win a drinking contest with some kobolds…
  • Awesome! Glad you enjoyed it! :) Those pesky Cryptic bugs are all over the place, but we can't let them get us down! My plan is to overhaul the quest once my work week's over and change things that are bugged to work differently. I'll still leave in my music and sound items, because I'm optimistic that Cryptic will resolve…
  • That sounds pretty possible to me, but use anyone but Guard Frinko. Guard Frinko is so last week!
  • I know I don't represent the norm here, but I strongly dislike fighting stacked encounters because the combat engine isn't robust enough. I'm just mashing left click over and over again with occasional use of three other attacks, and it doesn't get more interesting the longer I do it! I do enjoy grouping though, and…
  • Got it, thanks! :) I've already drafted up a reply too
  • I'd recommend against having the player return to Protector's Enclave between maps until they squash the bug that causes players to lose the quest out of their journal. I altered my quest to work that way and now I'm getting feedback about people having to try multiple times to get it to work right!
  • I'm honestly dying to play your two hour quest to see if the it lives up to the hype machine, but still need to wait until my work week ends so I'll have the time! I probably wouldn't have noticed your quest if you hadn't gotten into it with so many people on the forums, proving that there's no such thing as bad publicity.…
  • I think we can honestly learn more from having people who don't make foundry quests run our stuff. Better ways to place invisible walls so the player doesn't even realize they're running into one, finding out which story elements "pop out" and which ones get lost in the background, etc. I eagerly await mine!
  • As cool as it'd be, I don't suspect we'll ever see "flagging" and "factions" show up in this engine. It doesn't have anything that even hints at that being possible. As it is, when I make an ogre and his wolf pets and want to have them engage has two separate battles, I have to put an invisible wall in to protect the ogre…