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Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Separate post so it doesn’t get lost among the rest of the text.

Kill, I’m not happy with my concept for the Gather Senses & Insight skills I originally proposed. Gather Sense might be okay but Insight needs a bit of a rework conceptually/mechanically. Since you’ve added so much to this project so far are there one or two of your original skills suggestions that you love so much you’d like to try to persuade me to replace one of those two skills with one of yours (if you think we can make it work mechanically)?

If so then please let me know so we can discuss that.


Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Sure, I just sent the files through drop box. Since we haven’t figured out what is making the .atlas file not work properly, you can just use the png files I sent along with the old .atlas and .skel leper files but you will have to trim off 100px on both to get them to work. The sword will shrink but everything should work just fine. Lol, sorry I didn’t clarify but the image in my last post is her walk animation. I even mentioned it was the walk animation 😛 so now all I have left is the combat animation which I am currently working on.

For the armor, the changes I wanted to make was to have the lower part of the armor be divided like the armor on her legs. I fixed the arms a bit but I wish I wasn’t so restricted.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Sorry, I haven’t been paying much attention to the skills. I decides to leave those to you and Scorpiovaeden until I had figured out most of the art. Is it a camping skill or fighting skill?

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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My previous post was with the new file. You can see the sword is smaller but fits in. Other parts are being awkward ‘though.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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I updated the file again the moment I left the comment so there is a newer version of the file. You might not be getting a pop up when I change it probably because i am editing the .atlas file directly while it’s in the folder instead of adding a new version.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Okay. I’ll try again then. The file I used came in at my end at 34 minutes past the hour.

New file back in town. It seems the same as the one I used for the door shot. It’s possible the file simply hasn’t updated at my end yet.

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Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Yeah, thought there would be a bit of change to it seeing as I changed the origin of each body part. Just to make sure I updated it again but now decreasing the amount instead of increasing it. Hopefully there should be a noticeable change that would tell me something.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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The new file just arrived and it’s certainly different……

I couldn’t really crop it. Had to go full screen with this one.

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Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Crap, it really might have to do with the .skel file. Okay, so what’s basically going on is that the reason there wasn’t much of a difference was because the changes were not affecting images that had meshes. The face, hips, sword, and belt are the only ones that do not have meshes and that’s why they are really stretched out. I don’t know a way around this seeing as the application i created has a similar problem where an image with a mesh ignores changes I make to it and refuses to move around. Sigh, guess it’s back to mimicking the leper unless I can find a way to move things with meshes.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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That’s truly unfortunate. I might send you an email in a little while.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Don’t give up hope yet, there is one more thing I can try. I just sent a new .atlas and updated the .png file. the new one is cut down by 100 px but I intentionally shrunk the sword. From your last image, seems like the game can stretch images that have no mesh and guess what…the sword isn’t one (and also the only thing we want to be bigger). so that’s what I might try to get it do.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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It would appear you have succeeded in stretching the sword. Other things are still being awkward ‘though.

Oh, wait! That’s the new atlas with the old png. Let me get that corrected.

She works!

Now to get her in a nice grungy dungeon corridor for background contrast to see if there’s any gaps or holes at all.

Uh oh, new versions are registering just now. I’ll have to compare them to this latest one that appears to work perfectly.

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Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Yay, now I guess I will start working on the combat but I will have to keep in mind I will have to shrink somethings. The updated files are just a little tweak here and there.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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I’m currently involved in something else but I’ll test the walk animation as well. I noticed some minor clipping with her back leg protruding through the edge of her loincloth on the 100 pixels off the bottom version earlier.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Unfortunately that’s normal. There is nothing I can do about it apart from removing that section of the cloth. In both the idle and combat animation, the hips (which I placed the cloth on) is in front of the right leg. In the walking animation however, the right leg is on top of the hips which creates a gap in the cloth.


Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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I know it’s possible for a skill to have different bonuses against different types (extra damage against one creature, for example) but I don’t know if we can have it proc different buffs or debuffs based on target type. Stunning undead, defence debuff for humans, damage debuff for eldritch all on the same skill might not be possible. In theory it’s possible. I just don’t know.

Hmmm….you got me an idea. maybe I will test it after i’m back from school.

Thanks for an advice.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Actually, if I wanted to make it feel more like she came from Kingdom Death I should replace Insight & Gather Senses with two skills called Courage and Understanding (since Courage & Understanding are two important stats in the Kingdom Death boardgame). I’ll go and read up on what effects those stats have in that game as they increase and see if anything might translate into Darkest Dungeon.

Basically Courage is bravery and Understanding is … understanding how the world works (and the monsters too).

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Another buff that I think about Insight(or Understanding you may call).Maybe it can be work like Rake. the more you use it the more powerful it will become.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Another buff that I think about Insight(or Understanding you may call).Maybe it can be work like Rake. the more you use it the more powerful it will become.

Are you familiar with Erlking’s Witch? She was one of the oldest class mods and had a very interesting Overcurse mechanic. She had two curses that she could cast on enemies. Basilisk Curse & Blood Curse. Each curse applied a buff and 2 debuffs. The trick was that if you applied both to the same target then the buffs would eb cancelled out by the debuffs.

What was more important was that she had an ability called Overcurse. I believe this was before Marking came into the game. Either that or both skills marked the target. I’m not entirely sure.Essentially her curses had a -100 damage penalty on them but every time she cursed a target she gained a stacking damage buff against that target and this buff only applied to her two curse skills. So she’d curse once, curse twice, and by the fourth or fifth curse she’d actually be dealing out some serious damage to the poor debuffed foe.

Unfortunately for some reason nowadays her Overcurse mechanic doesn’t seem to be working. Perhaps -100 now means no damage instead of -100% + a large percent to bring it back up to a positive number again (which was the trick it used to use).

If you go and look at the Witch’s Overcurse ability to see what sued to be possible we could try to find out if her Overcurse is broken or if the -100% damage is actually disabling the damage buff gained from Overcursing.

Damn. She was my favourite character class mod for ages. Lots of little tricks and finesse to using her skills in different ways to help control a battle. She’d go really well with the Abomination these days too.

A few people updated her class ages ago but she’s not functioning properly right now.

Her old Overcurse script (and the two associated curse skills) used to look like this:

effect: .name “Witch Blood 1” .target “target” .curio_result_type “negative” .chance 105% .combat_stat_buff 1 .damage_low_multiply 30% .damage_high_multiply 20% .attack_rating_add -15% .protection_rating_add -10% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false
effect: .name “Witch Blood 2” .target “target” .curio_result_type “negative” .chance 115% .combat_stat_buff 1 .damage_low_multiply 30% .damage_high_multiply 20% .attack_rating_add -17% .protection_rating_add -15% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false
effect: .name “Witch Blood 3” .target “target” .curio_result_type “negative” .chance 125% .combat_stat_buff 1 .damage_low_multiply 30% .damage_high_multiply 20% .attack_rating_add -20% .protection_rating_add -20% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false
effect: .name “Witch Blood 4” .target “target” .curio_result_type “negative” .chance 135% .combat_stat_buff 1 .damage_low_multiply 30% .damage_high_multiply 20% .attack_rating_add -22% .protection_rating_add -25% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false
effect: .name “Witch Blood 5” .target “target” .curio_result_type “negative” .chance 145% .combat_stat_buff 1 .damage_low_multiply 30% .damage_high_multiply 20% .attack_rating_add -25% .protection_rating_add -30% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false

effect: .name “OverCurse” .target “performer” .curio_result_type “positive” .keyStatus “tagged” .combat_stat_buff 1 .damage_low_multiply 200% .damage_high_multiply 200% .on_hit true .on_miss false

effect: .name “Witch Basilisk 1” .target “target” .curio_result_type “negative” .chance 105% .combat_stat_buff 1 .damage_low_multiply -30% .damage_high_multiply -30% .speed_rating_add -8 .protection_rating_add 10% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false
effect: .name “Witch Basilisk 2” .target “target” .curio_result_type “negative” .chance 115% .combat_stat_buff 1 .damage_low_multiply -35% .damage_high_multiply -35% .speed_rating_add -8 .protection_rating_add 11% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false
effect: .name “Witch Basilisk 3” .target “target” .curio_result_type “negative” .chance 125% .combat_stat_buff 1 .damage_low_multiply -40% .damage_high_multiply -40% .speed_rating_add -8 .protection_rating_add 12% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false
effect: .name “Witch Basilisk 4” .target “target” .curio_result_type “negative” .chance 135% .combat_stat_buff 1 .damage_low_multiply -45% .damage_high_multiply -45% .speed_rating_add -8 .protection_rating_add 13% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false
effect: .name “Witch Basilisk 5” .target “target” .curio_result_type “negative” .chance 145% .combat_stat_buff 1 .damage_low_multiply -50% .damage_high_multiply -50% .speed_rating_add -8 .protection_rating_add 15% .tag 1.duration 5 .on_hit true .apply_once true .on_miss false

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Let me check something .

how about turn her dmg to -99% instead?

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