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#91
Knights Discussion / Re: LUA-question
Last post by Stephen - November 07, 2016, 07:30:48 PM
OK, that mod does sound interesting.

I did once have an idea to make AI controllable from Lua, so that you could write little Lua scripts to control what a monster does. That would be quite a lot of work though.

There's no good reason why ai_fear should be walking monsters only... it just needs to be implemented in the FlyingMonsterAI as well. (The only reason it wasn't implemented, is because it was only needed for zombies at the time.) I guess I could do that sometime.

If I ever make another indie game, I will put the scripting in from the beginning, instead of tacking it on at the end like I did with Knights... that is the cause of most of these problems I think :)
#92
Knights Discussion / Re: LUA-question
Last post by ImpassIve - November 07, 2016, 09:42:25 AM
Hello, Stephen.

We have already changed the concept of the mod, so described questions are not so important anymore...

Anyway, we were planning to make a vampire, who could turn into a special bat (in a similar way, as it was implemented in Rat Riders mod: just replacing old monster with another one) to avoid lethal damage. This bat was supposed to run away from all knights and if it is still alive after XX seconds - it can turn back into a vampire form (fully regenerated, of course).

  1) Since we don't have much control over AI behaviour, we had an idea to fill "ai_fear" field with all possible knight weapons, but... yeah, now I see in the wiki - "ai_fear" is listed in "Walking monsters only" category.

  2) Then we had another idea: FlyingMonsterAI class from the source code has a "run_away_flag" variable, which forces flying creature to run away from the target. It is even possible to set it into "true" state via Lua script, by calling "kts.Damage" with zero amount of damage at each tile (or just frequently enough).

But there were a problem: it cannot be done from inside the "on_move" hook of the monster (see previous post), while other hooks are... not so reliable. Looks like Lua doesn't provide a way to run a function with specific time intervals?

Also, later we realised that a monster with constant "run_away_flag == 1" wouldn't run from the knight - it will run in the direction, pointed by knight's facing, so we had to abandon this concept.

  3) There were a backup plan: in some legends, vampires are turning into fog instead of bats, so we could use (1) case with walking type of monster. But a walking monster can easily be cornered, so this wouldn't add a lot to his survivability.

Anyway, as I mentioned in the beginning of the post, the concept of the mod has been changed and it doesn't require any manipulations over monster's behavious anymore.

EDIT:
Quote from: ImpassIve_rus on November 07, 2016, 09:42:25 AM
Looks like Lua doesn't provide a way to run a function with specific time intervals?

Ah, my bad!
I haven't noticed the "kts.AddTask()" function...
#93
Knights Discussion / Re: LUA-question
Last post by Stephen - November 06, 2016, 10:36:11 PM
Hi,

Sorry for taking so long to reply... I somehow missed your post

I'm a little confused, what are you trying to do exactly?
#94
Knights Discussion / Re: LUA-question
Last post by ImpassIve - October 30, 2016, 04:44:13 PM
That's me again!
Yesterday, Moo and I were discussing some mod ideas and he pointed out the fact "ai_fear" field wouldn't work for bats.

I had to recheck this, and that's true: monsters with "flying" type are ignoring this field - FlyingMonsterAI class constructor doesn't even has a parameter to take this list.
So, the question is:
- Right now, do we have any way to force flying monster to run away from all knights? Originally, I was planning to add all possible weapon types into "ai_fear" list, but maybe indirect manipulation over "run_away_flag" would somehow work? (I don't know, how about constantly hitting a monster with zero damage strikes via script?)
- Otherwise, is there any chance of implementing such a possibility in the future, or should we stick to a walking type of monsters?

Thanks for attention

P.S. I've tried "hitting a monster with zero damage" idea by adding custom "on_move" function, but that didn't worked for this reason:

bat->move(MT_MOVE);  // It moves
bat->runMovementAction(); // It calls "on_move" lua function
bat->clearRunAwayFlag(); // It resets the flag

"on_move" action is called immediately before resetting the flag, so we cannot use it - at least not for the monster, who caused the event.
But if we would find another reliable event generator - I guess, this method may actually work
#95
Knights Discussion / Re: [Mod] Wand of teleportatio...
Last post by K9 - August 27, 2016, 06:48:38 PM
Excellent, using updated telewand today, i love it, Thank you Stephen!
#96
Knights Discussion / Re: [Mod] Wand of teleportatio...
Last post by Stephen - August 26, 2016, 08:16:55 AM
Server is now updated with the new teleport mod.
Please let me know if there are any problems.
#97
Knights Discussion / Re: [Mod] Wand of teleportatio...
Last post by Stephen - August 25, 2016, 11:22:47 AM
Hello,

First of all, sorry I haven't had much chance to work on the game for the past year (or more)...

However I have managed to make a new version of "telewand" that fixes the bugs where the wand fails to work sometimes, and with the teleport sound not playing.

See attached "telewand_v1-2.zip".

I will upload this to the main server shortly so it should be ready for testing at the weekend :)
#98
Knights Discussion / Re: Mac OS port
Last post by Stephen - August 08, 2016, 04:45:31 PM
Hi, thanks for that, that's quite cool :)

I've been asked about a Mac port before, but I'm not a Mac user so haven't been able to do one myself. Now at least I can point people towards your package :)

Thanks again.

#99
Knights Discussion / Mac OS port
Last post by ezobraz - August 04, 2016, 02:37:23 PM
Hello everyone. I had no success compiling source code for mac os, but windows version works fine with Wine. So, here is my wrapper with game included download. Just download and launch. Tested on Mac OS 10.11 El Capitan.

P.S. Sorry for my bad English.
#100
General Discussion / Re: Promoting Knights
Last post by Passeerby - October 20, 2015, 04:29:03 AM
They still have Greenlight, though I have no idea how the process works.

Still, I think Knights has a very good chance of being accepted into Steam. With fairly simplistic gameplay, fun dungeon crawling, flexible rules and goals, and an interesting take on multiplayer-rouge-like. And of course it's free, which ought to win it some brownie points.

Of course there's only one way to find out. ;)