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31  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 19, 2010, 03:45:20 PM
Dropbox file has been updated to your new World Map code and you can no longer access the world map while in a dialogue tree.
32  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 19, 2010, 05:56:43 AM
Being an open beta there is missing content, rough edges to the new level, problems with the world map, and most likely bugs. Content updates to the beta will be slow but fixes should be quick. I'm most likely going to reshape/add to some of the maps to make the world map a little less cluttered. Bug reports, comments, and/or criticism are always welcome. If something you wanted changed hasn't been done yet bring it back to my attention.

I would recommend deleting your current Sacrifice folder (rpg_PrequelCampaign) before installing as I have removed around 400 files and renamed about 100. Your save files are stored in a separate folder (aquaria root)  so don't worry about losing them.

World Map
Double click the minimap to access the world map. Left Click + Drag to move around and Right Click or Escape to exit. World map courtesy of Edwards with modifications by Yogoda.

Travel Guide
The new map/arena system is located in a new section of the Veil accessed in the northeast corner of Old Fred's waters just past Mithalas. You will need to have the Ice Veil open to play this new map; this is done by acquiring the soup quest from Old Fred during your initial conversation.

Modular Dialogue Trees
From a coding standpoint Dialogue Trees have been completely rewritten to be much more modular. Because of these changes there may be some miscues; please let me know of any bugs you find.
33  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 17, 2010, 01:46:58 PM
I have Photoshop and don't mind exporting them.
34  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 17, 2010, 02:27:40 AM
Cool! The heads look great. I'll look into how best to get this in game as Aquaria doesn't look in the mod folder for replacement graphics for the avatar as I recall. For any future images can you save them out with transparency... she has a weird white block around her head at the moment lol.

EDIT: I've figured out how best to implement this so we're good on that front.
35  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 07, 2010, 03:44:12 PM
Sounds exciting! Go for it!
36  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 07, 2010, 12:01:18 AM
Sounds very exciting. I for one would LOVE to take direct control of a transit turtle. Does it control in the same way as a seahorse?
The transit turtle moves towards your mouse cursor if you are holding down left click or spacebar. It moves faster than Elena but doesn't control quite as well in combat since it isn't "dual joystick" (can't grab WASD or arrow input).  Using the transit turtle isn't mandatory and you can mount/dismount whenever you want.
37  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: February 06, 2010, 12:58:53 AM
I've decided to release patch v1.1 in an open beta format in the very near future. Changes and additional content will be slowly added until such point that I feel things are polished enough to put up on ModDB as the full release.

Sacrifice v1.1 Preview on YouTube [HQ]

World Map
Thanks to some great scripting work by Edwards Sacrifice finally has an in game world map. Don't worry about the slow scrolling speed in the video; it's twice as fast in game.

Naija and Elena go on an Adventure
A huge, brand new map previously blocked off in the northeast corner of the veil. Take direct control of an ancient transit turtle to speed your travels.

The Arena
Combat, navigation/puzzle, and boss rush modes should offer something for those seeking a challenge. Old Fred will keep track of your best times allowing you to gloat about your skills on the forums. Buy items from the food vendor with your winnings to help out in maps you're having trouble with. More maps will be added to the arena in the future.

In Pursuit of Perfection
Some of this has already been released in the small patches earlier this month but I continue to make tons of small changes.
- new modular dialogue tree code in new map (programming improved tenfold)
- last dialogue tree rewritten
- enemy density increased in hostile areas
- Crawlvirus now has a 40% chance to drop a small crystal
- Transit Turtle Menu: clicking the destination for an undiscovered turtle will now give appropriate feedback
- Corrupted Cathedral: worm hole transit graphic replaced by a vortex effect
- Mithalas Nightmare: A save crystal has been added with a vortex allowing transit to and from the Abyss.
- The Kelp Forest: after undertaking The Walker's quest The Walker will no longer block Elena from leaving (vines or transit turtle)
- hints have been added throughout the world in case the player misses an important plot point
38  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: January 26, 2010, 09:14:47 PM
Small problems like these annoy me as I imagine there are plenty of players that never return to Sacrifice once they encounter them.  I've updated the ModDB file to v1.052
39  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: January 26, 2010, 04:12:49 AM
Thanks for the save file, ScottT. It appears that the crash was caused by an entity being trapped in the black space just past the rock walls. Extract the zip file to "\_mods\" and let me know if you are able to proceed.

Patch v1.052
40  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: January 24, 2010, 06:39:08 PM
I don't see anything wrong with what your debug.log is telling me. It's an odd place for the game to crash as nothing really major is happening in that early portion of your map. Since no one else has had the issue prior to this it leads me to believe it's something I've done in a more recent build but I'm not sure what it could be. I've tried to recreate the scenario but it runs fine. If you could send me your Sacrifice save file (.aqs in aquaria/save/) I'll give that a shot but this might be some random fluke that is out of control.
41  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: January 20, 2010, 05:53:45 AM
Hmm could you post the last 10 lines of debug.log (in the Aquaria root folder) as well as PC/MAC.
42  Aquaria / Modding / Re: Anyone can make the Boss MODS´╝č on: January 14, 2010, 03:47:32 PM
I may or may not have something like a boss rush mode that keeps track of your best time working in Sacrifice as part of the additional content patch. Maybe. Wink
43  Aquaria / General / Re: two questions on: January 14, 2010, 03:45:35 PM
You can load up any mod and place the creator form 3 entity into an actual map. Ctrl-E to pull the entity window and then use E and R to scroll through.
44  Aquaria / Modding / Re: Aquaria: Sacrifice v1.05 on: January 13, 2010, 04:29:27 PM
Thanks for bringing this to my attention. I'm not really sure why this issue was occurring in the v1.05 build but I've fixed the issue. You can either re-download the file on ModDB or just grab the v1.051 patch.
45  Aquaria / Modding / Re: World Maps in Mods (Beta Testers Wanted) on: January 13, 2010, 01:55:18 AM
There is a line of code in "node_mm_flagmap.lua" and "mm_Minimapper.lua" inside of your mod (above code). You need to change the folder directory of the above line to your mod so that it uses your version of "mm_common.lua."
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