A new campaign! YAY!

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Chalky
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A new campaign! YAY!

Post by Chalky » Sun Feb 13, 2011 3:28 pm

So I am making a new campaign, this is the plot: A couple years after Turner kills Hickory and Ash and declines to be the next king of Lugaru, he sets off to wander the island to find purpose. However Hickory survives then kills the current king and elects his second in command to be the new one. He then makes an alliance between his remaining followers, the remaining raiders and the remaining wolves, and plots to militarily take over the island. Which he does. Turner and Skipper, now living on the small island to the south of Lugaru, decide to return to Lugaru and attempt to retake the island.

On the island they meet Blackmeir, Dantele and Rtash, who join them on their mission.

You, the player, take control of all five characters, and a few others.

Now I started this a while ago but Lugaru and all the stuff related to Lugaru got deleted. Then I just sorta forgot about my campaign and Lugaru and went on to other things but now I am determined as ever and then some to finish my campaign!

Now I will need some help with dialogue, of course, I forget just about how to do anything related to dialogue so if you guys could help out that would be friggin' awesome, just leave whatever help you can give on this thread, I use a Mac. Thanks.

Now if you will excuse me I will go listen to some Modest Mouse and work on my campaign! See ya.

Chalky.

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kehaar
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Re: A new campaign! YAY!

Post by kehaar » Sun Feb 13, 2011 4:41 pm

woo-hoo! A new campaign!

I'm pretty rusty at it, but I think I can help with dialogues if you run into trouble...

Here's a long-winded, er, detailed bit I posted a while ago.

Edit: I added this update: For some reason, TextEdit sometimes pops up a dialogue script that you know to be functional in game-- but it opens it peppered with a whole bunch of //'s and \\\'s (like after every single line in the script) and big, multi-line extra heading descriptive bits about fonts and such. I have no idea what that's about, but there must be ALMOST NONE of that for a script to install. The only place a / is used is to mark where a sentence goes to the next line in the visible text box on the screen ingame. Only header should be number of boxes.

My ancient ppc mac never opened a TextEdit page of dialogue with this 50+ \\\\'s problem, but so far it's been one of the reasons for dialogue-fail in every one of the files that desperate modders have sent me. Wtf, I can't tell ya, but there it is.

PM me if you need help!
--James

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Chalky
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Re: A new campaign! YAY!

Post by Chalky » Sun Feb 13, 2011 10:45 pm

A problem already? Sadly yes.

If you want to change the fur color of your character you press command+O, if you want to change the fur color of an NPC you just press O. Now my problem is when I do either of those things instead of going to the next fur like it should it kind of stutters and flashes between the fur it was on originally and some random one and I can never seem to get on the fur I want. Any idea?

Also if any of you guys want to know anything about the campaign feel free ask.

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kehaar
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Re: A new campaign! YAY!

Post by kehaar » Sun Feb 13, 2011 11:57 pm

wow, I really am rusty at this. Am I remembering wrong, or can you also re-skin the PC and the NPC's by typing in the name of the skin the same way as clothing? Maybe that might work better?

I do remember you can color skins just exactly the same way you color pants and shirts. About made me crazy with blueish and yellowish foxes before I figured that out. :roll:

EDIT: You might also try saving the map, quitting and reloading. Tedious, but it works sometimes.

Sorry if that isn't any help. Anyone else?

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underthedeep
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Re: A new campaign! YAY!

Post by underthedeep » Mon Feb 14, 2011 5:31 am

Chalky wrote:
Now if you will excuse me I will go listen to some Modest Mouse and work on my campaign! See ya.

Chalky.

that alone makes me in full support of this campaign.

let me know if you need any ideas or artwork (don't get crazy).

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Chalky
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Re: A new campaign! YAY!

Post by Chalky » Mon Feb 14, 2011 2:56 pm

I'm glad I have your support underthedeep.

If you have any ideas for the campaign dop 'em on by! Artwork would be cool too.

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underthedeep
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Re: A new campaign! YAY!

Post by underthedeep » Mon Feb 14, 2011 5:27 pm

yr lucky i really like modest mouse.

make a level where you gotta be a wolf! haha

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Chalky
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Re: A new campaign! YAY!

Post by Chalky » Mon Feb 14, 2011 6:14 pm

I don't see how someone could not like Modest Mouse.
Last edited by Chalky on Mon Feb 14, 2011 6:35 pm, edited 1 time in total.

Indigo
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Re: A new campaign! YAY!

Post by Indigo » Mon Feb 14, 2011 6:22 pm

Need some new music... For you campaign thingie....


Indigo <----

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Chalky
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Re: A new campaign! YAY!

Post by Chalky » Sun Jun 12, 2011 2:28 pm

Okay so, I haven't been working on my campaign for a little while, scratch that a long time. A lot of that is to be blamed on the dialogue factor. And I procrastinate, a lot.

But I had an idea, whilst playing Battlefront II, that since I could never really get dialogue to work, other then one time a long time ago, that maybe someone who does now how to do dialogue could, well, do the dialogue. As I make the levels (also if anyone had a level they wanted in I could include that as well) and the story. Make it sort of a group effort. Not sure if this will work out, just an idea.

P.S: I'm kinda particular about dialogue and conversations that would take place in the campaign so I could write out the dialogue I want like so:

Dialogue boxes: 7

Box 1:
Location: 1
Color: 0.0 0.0 0.0
Name: Turner
Text: Hi, Skipper!
Sound: 7

Box 2:
Location: 2
Color: 0.0 0.0 0.2
Name: Skipper
Text: Hey, Turner!
Sound: 7

Box 3:
Location: 2
Color: 0.0 0.0 0.2
Name: Skipper
Text: What's all this talk about hiring guards?
Sound: 1

Box 4:
Location: 2
Color: 0.0 0.0 0.2
Name: Skipper
Text: There's never been any trouble here while I've been in\charge!
Sound: 4

Box 5:
Location: 1
Color: 0.0 0.0 0.0
Name: Turner
Text: The raiders are getting more confident... you never\know.
Sound: 1

Box 6:
Location: 2
Color: 0.0 0.0 0.2
Name: Skipper
Text: I've seen you when you get mad; I think you could\take care of yourself.
Sound: 6

Box 7:
Location: 1
Color: 0.0 0.0 0.0
Name: Turner
Text: It's not me that I'm worried about.
Sound: 4

Send it to whoever then they could fix it up and get it ready for input.

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webhead
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Re: A new campaign! YAY!

Post by webhead » Mon Jun 13, 2011 5:56 pm

Hmm. sounds like it would be fun, but right now I'm actuality working on my own campaign. But if you have any questions I'd be happy to try and help.

Steve

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Chalky
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Re: A new campaign! YAY!

Post by Chalky » Mon Jun 13, 2011 6:37 pm

webhead wrote:Hmm. sounds like it would be fun, but right now I'm actuality working on my own campaign. But if you have any questions I'd be happy to try and help.

Steve
Hopefully you and your campaign fair better than me and mine.

Are there things you could tell us about your campaign?

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kehaar
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Re: A new campaign! YAY!

Post by kehaar » Mon Jun 13, 2011 9:27 pm

Chalky, how many maps have you got so far?

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Chalky
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Re: A new campaign! YAY!

Post by Chalky » Mon Jun 13, 2011 10:03 pm

About twenty-ish*. I want the campaign to be longer however.

Another thing, when I save a level (lets say I save it has meatball) I can load it just fine but in the maps folder no file under the name meatball appears, is this a problem?

*Includes levels that would be only for dialogue scenes.

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kehaar
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Re: A new campaign! YAY!

Post by kehaar » Mon Jun 13, 2011 10:41 pm

hmm, that is odd. Would make it difficult to send 'em anywhere...
have you got maybe more than one file labelled "maps"?

Any ideas, anyone?

Twenty maps is totally fine if it tells the story you want to tell.

Do you have a beginning, middle, and end to your story? (especially and end... if you feel like that's in place like you want it, it's sometimes easier to write the middle)

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