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Posted by fejoa, Sep 19, 2016 at 4:21 am
Go to the config menu, then cycle the midi output device until it says "No output device".
Posted by fejoa, Sep 18, 2016 at 2:54 pm
capristo wrote
It's shift+X and it has to be compiled with wizard mode enabled.

Whoops, I think I forgot to compile with wizard mode enabled. I'll update the binary.
Posted by fejoa, Sep 18, 2016 at 4:31 am
IVAN 0.507 is out!

Sorry for the delay, I was sick this weekend.
Posted by fejoa, Sep 15, 2016 at 6:28 am
There's this out: https://github.com/Attnam/ivan/pull/175
In the data files, humanoid ghosts (spirit) already have
BodyPartsDisappearWhenSevered = true;
so it should work like golems and genies now.
Posted by fejoa, Sep 15, 2016 at 3:12 am
I'll make ghost limbs severable, and make them disappear when severed until I can think of a proper way to do this.
Posted by fejoa, Sep 14, 2016 at 7:27 am
The reason I made it so ghosts couldn't lose limbs is because it seemed odd to hack limbs off a ghost. Head, torso and groin are still vital on a ghost.

There are a number of possibilties:
1) Make ghost's limbs disappear when severed - most common behaviour for a few special humanoid characters
2) Make all of the ghost body parts vital - easier to one-hit a ghost
3) Redirect all the damage incurred on arms and legs etc to the torso - easier to land blows and probably kill the ghost faster
4) Leave it as it is, JoKe's WM-pumped character wasn't landing any body blows anyway.

Does it need to be fixed? Or is it a new and curious feature?
Posted by fejoa, Sep 14, 2016 at 6:22 am
You could say it negatively affects the game.
Posted by fejoa, Sep 13, 2016 at 8:39 am
Serin-Delaunay wrote
What intensity is used for the menu/victory/defeat tracks? I'm assuming 64, but I can imagine some of them playing while the player's body parts exist and have HP.

Menu, victory and defeat tracks are actually empty at this stage... but that is a good point. I don't know how the music would respond.
Posted by fejoa, Sep 13, 2016 at 7:08 am
Um, so to simplify matters we reverted the change: https://github.com/Attnam/ivan/pull/171
This means there will be no change in the next release.
Posted by fejoa, Sep 13, 2016 at 6:12 am
Update: The lead dev (Adrian Gin) for the music subsystem published a guide on the wiki outlining the allocation of channels inside each track: https://attnam.com/wiki/Music_Creation in case anyone was keen to write tracks for the game