Graal: The Adventure

if you use if(created) to set light effects and you leave then come back it has reset the state of everything run the first time, if(created) should be run every time the player enters the level without an npc-server. If it is run on an npc-server it should only be run the first time the npc-server loads it into memory as the npc-server will then keep track of all variables changed by it (player clears it every time he leaves level, not good!)

Currently: if(created){} only runs once.
A single player loads the level, if(created){} never calls again for anyone until the level is updated.

Should: Run once per player session. (Ie: relog, they can use if(created) again)

We didn’t want to do this because it would involve an annoying serverside cache, it was confusing it was done this way in the client, and not clientside (like Gani Scripting).

Does anyone know everything that is affected by Arrays.dat? Would using the 2.17 version do anything that the 1.41 version doesn’t? Would it make candy pop out?

Arrays.dat mostly controls how tiles work, as well as a few other more static ingame settings.

I request Super Nick’s Battle Area and PK Paradise.

I’ve really slowed down development recently, as I kinda got caught up in another project that will command a lot of my attention for quite a while, but I have gotten a LOT done since the last demo. Should I just release demo 3 as-is, or is there really no demand for it?

Hopefully once I get bored with my current project I can switch over to this without too much trouble. As it is now, I have a good deal of Graal City, if not all of it, completed. Angel Clan is there, but unmapped and unaccessible, Fox’s mansion is all over the place, and going to get more exits in more towns as I map them.

The Northern Limits is also there; sorry, I never really got into that whole PK palace nonsense, and jumped right the fuck on the Old Graal recreation of the Limits when it came out. Call me a traditionalist :smiley:

I don’t think I actually did get around to mapping the thing out, I seem to recall getting hung up on the minigames, or more accurately the lack of minigames, and then moved on to overworld mapping again. But you can, y’know, walk up to it and look at it and poke it with a stick and shit…

Anyway, should I clean it up a bit and release, or just wait until I get back on the project and wait for the next dungeon to be complete?

Well, yeah, if you’ve been paying attention you’ll see that I started working heavily on this juuuust after I posted the above. I’ve still not completed the third dungeon, and I’m nixing the current levels of it outright. In its place, there will be something that doesn’t blow quite so much. I’ve gotten a lot better at the whole dungeon making thing, and I felt that my earlier creations sucked sweaty balls, to put it bluntly. I met a few new friends, known as “backpals” and “Paint Shop Pro”, and got to work. This is the first room of the new swamp dungeon.


with the exception of the dungeon boss room, this dungeon is just about complete. It also features a couple of my dagger baddies and “walkies,” as I’m calling them. Basically random movement baddies which are currently not really sprited yet. They have a sprite, a rip from LttP, but I would rather something better, y’know? given that I scripted them to work as eight 32×32 frames, it’ll take some doing, but I’ll figure something out.

Unfortunately, I put forth a lot of effort to line up all of the dungeon rooms so that they would look good on a map, and I could set up a dungeon map thing, but it seems setmap is broken in 1.39.

Seriously, someone want to hack offline saving into 2.17? And the ability to have it automatically open to Start1.graal? And better shields? And… >>

Note: in case anyone is wondering (you are not.), those pots are NPCs that behave a little bit differently because one of the browns on the pallet that’s used by the castle tiles is also used underneath the red on pots, so it looked weird. On the other hand, my pots can drop rupees and arrows and bombs when you throw them, so I guess that’s nice.

Here’s a nice thing you might want to know:

Make a new shortcut, make it lead to:

"C:\\YOURGRAALFOLDER\\Graal 2.1.7.1.exe" "YOURSTARTINGLEVEL.NW" -play

Alternatively, you can just create a shortcut from the Graal version you wish to use by right clicking and then click CREATE SHORTCUT. Then with your new shortcut, right click it and go to properties, and append this:

"YOURSTARTINGLEVEL.NW" -play

To the end of the target.

Now whenever you open that shortcut, it will start Graal in the level you wish, in play mode.

I just set windows to automatically open .nw and .graal levels with my editor (I use the 2.3 editor since it’s standalone), and then hit play, lol

hmm… Where did you get that standalone editor (2.3)? I have been looking for one for a while :slight_smile:

Lol, comes with Graal v2.3, v4 and v5… You can’t be good at looking for stuff, seriously. :stuck_out_tongue:

Cool, just make it give the player all the items he had before quitting and reset all of his flags and we’re gold >>

Well I have multiple copies of Graal, so that doesn’t always work :slight_smile: Not to mention Graal sucks when it comes to file association.

And if you want to package it for others to play, he can easily make a, START HERE shortcut or something.

haha… guess it can’t hurt to look a little more :stuck_out_tongue:

I must admit, I havn’t really tried the new clients (2.1.7.1+) for any length of time. I always assumed the editor was a standalone download u need to find on the official graal forums or something :S

cheers for the enlightenment :smiley:

Demo 3 is now up! I included everything I could think to include in the readme (the one outside the folder in the archive) but here’s the basics:
Swamp Dungeon remake is included
Still no forest dungeon
Most of Graal City is there. You can get level 2 sword-axe. Tailor Richard’s in the same place as always =D

Download

and enjoy! Also updated the first post.

YOU TURNED THE JOINT INTO SWAMP TAVERN?!! HOW DARE YOU?!

I wasn’t aware it even had a real name. Or that I gave mine a name. Sure it isn’t just the level name? >>

…there is a sign…

In my defence, I made it like a month ago and never really went back to that area once I knew everything worked. Or thought everything worked. Speaking of which, other than stupid broken things in 1.39, any bugs?

nope