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Bobbus

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Posts posted by Bobbus

  1. @įšçhíłłí1:

    > I have enough of a life not to post like 50 posts a day!

    Sorry for calling you out individually for this, and sorry for the random spam, but ugh, is that 'argument' really necessary? You base someone's having a life off of how many posts they make on a forum? I can look past age, because that's got nothing to do with maturity or anything like that, but when I hear someone say "I have more of a life than you because of my post count on an internet forum," I facepalm. I'm sorry for calling you out, I've just heard that so many times in my life, and it bugs the hell out of me.

    Carry on!
  2. Ah, I wish I were as logical as you ><

    I'll trash it and re-do it with your tips in mind. Thank you so much for helping me. I'll post the new version in few days.
  3. Ah, very good points. I'll get right to that. Thanks for the tips! :]

    Do you think the city itself is looking okay? Like, the houses and details and the like?
  4. That first map you posted was actually what inspired me to do this one. I've much to learn, but hopefully I'm making steps in the right direction. I'll keep checking out your maps and see what makes them as amazing as they are.

    Thanks :D
  5. Here's a map of the North District of the booming town of New Forsville. Enjoy!

    [![](http://img143.imageshack.us/img143/943/newforsville.png)](http://img143.imageshack.us/i/newforsville.png/)
  6. Alright, so, basically, here's what it now looks like:

    ```
        If (KeyAscii = vbKeyReturn) Then
            frmStable.txtMyTextBox.Text = vbNullString
            If Player(MyIndex).Y - 1 > -1 Then
                If Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).Type = TILE_TYPE_SIGN And Player(MyIndex).Dir = DIR_UP Then
                    Call AddText("The Sign Reads:", BLACK)
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String1) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String1), GREY)
                    End If
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String2) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String2), GREY)
                    End If
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String3) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String3), GREY)
                    End If
                    Exit Sub
                Else
                    Call CheckMapGetItem
                    If Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex)).Type <> TILE_TYPE_ITEM Then
                    If frmStable.txtMyTextBox.Visible = False Then
                        frmStable.txtMyTextBox.Visible = True
                        frmStable.txtMyTextBox.SetFocus
                    Else
                        frmStable.picScreen.SetFocus
                        frmStable.txtMyTextBox.Visible = False
                    End If
                    End If

                End If
            End If

    ```
    So, it kind of works. The type-stuff-in box is now gone, and only appears when I press enter. However, when it is open, all my keystrokes are instantly posted. For example, if I type "Red" in the chat box, this is what happens in game:

    Bobbus:R
    Bobbus:Re
    Bobbus:Red

    And so fourth, for every word.

    Also, another problem: I can delete text not only in the type-stuff-in box, but also in the chatbox itself, which I do not want.

    Thanks for the tip with the change frmMirage to Stable, it worked :D Just gotta fix the rest of this stuff and i'll be alll set!
  7. I found a guide on learning how to press Enter to talk.

    Basically, this is what it says:

    1\. Set txtMyTextBox visibility, found in frmMirage, to False.

    2\. Find, in modGameLogic:

    ```
        If (KeyAscii = vbKeyReturn) Then
            frmMirage.txtMyTextBox.Text = vbNullString
            If Player(MyIndex).y - 1 > -1 Then
                If Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).Type = TILE_TYPE_SIGN And Player(MyIndex).Dir = DIR_UP Then
                    Call AddText("The Sign Reads:", BLACK)
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String1) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String1), GREY)
                    End If
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String2) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String2), GREY)
                    End If
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String3) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String3), GREY)
                    End If
                    Exit Sub
            End If
    ```

    And Replace with this:

    ```
        If (KeyAscii = vbKeyReturn) Then
            frmMirage.txtMyTextBox.Text = vbNullString
            If Player(MyIndex).Y - 1 > -1 Then
                If Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).Type = TILE_TYPE_SIGN And Player(MyIndex).Dir = DIR_UP Then
                    Call AddText("The Sign Reads:", BLACK)
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String1) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String1), GREY)
                    End If
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String2) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String2), GREY)
                    End If
                    If Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String3) <> vbNullString Then
                        Call AddText(Trim$(Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex) - 1).String3), GREY)
                    End If
                    Exit Sub
                Else
                    Call CheckMapGetItem
                    If Map(GetPlayerMap(MyIndex)).Tile(GetPlayerX(MyIndex), GetPlayerY(MyIndex)).Type <> TILE_TYPE_ITEM Then
                    If frmMirage.txtMyTextBox.Visible = False Then
                        frmMirage.txtMyTextBox.Visible = True
                        frmMirage.txtMyTextBox.SetFocus
                    Else
                        frmMirage.picScreen.SetFocus
                        frmMirage.txtMyTextBox.Visible = False
                    End If
                    End If

                End If
            End If
    ```
    I've done those things, but I keep getting a "Variable not defined" error, and it highlights:

    ```
    frmMirage
    ```

    on the line:

    ```
    frmMirage.txtMyTextBox.Text = vbNullString
    ```

    Any help would be greatly appreciated. Sorry for the stupidity of this question.
  8. Possible improvements:

    -Get custom GUI ASAP.
    -Make an installer that automatically puts the game's Exe on your desktop. Some people don't know how to change where it goes, etc., so it's better to just play it safe.
    -Fix grammar. I'm seeing a lot of random capitalization for no apparent reason.
    -I don't know what you've done, but something's up with speed. It basically instantly regens and instantly drains. I can run for about 3 tiles and I'm exhausted. If you've done this intentionally, then I suggest changing it. It isn't good game mechanics.
    -Why am I hearing Halo music in the starter zone? Uhm, get custom music. This isn't halo.
    -I'm standing in a field having not the slightest clue of where to go. I don't have any guides or tutorials or anything. Not good. You want players to have a general idea of where to go next.
    -You're still mixing tilesets inside of Kokomo village. We've told you this earlier in the thread. Please fix this.
    -Why don't your shops have the "Show Item Info" button checked? I don't wanna buy a sword if I don't know its stats.
    -I just got killed by an "Evil Chicken" that is, for some strange reason, 5 tiles above where the new players start. Why do you have a level 5 chicken in the starter area?
    -"Kokomo Forest" isn't a forest. It's a field. More trees, my friend!
    -I'm now walking around on a map with no name. Where am I?
    -Oh, wonderful. I fell into a cave with level 25s. Back to Kokoma Village with me!
    -Items have no descriptions. I just picked up Chicken Meat and have no idea what it is. I just double clicked it and it disappeared. I have no idea how much health, if any, was restored. Why would we eat uncooked chicken?
    -Stay away from names such as "Evil Chicken." Why would a chicken be evil? It's a chicken.

    Anyway, that's all for now. Fix all of those things. They're big problems that could compromise your game.
  9. Game info: http://www.touchofdeathforums.com/smf/index.php/topic,60630.0.html

    What you're expected to do:

        Our team currently consists of 3 people. I'm not gonna lie, we're pretty laid-back. All we ask is that you script within 24 hours of us asking for a script. And we don't mean finishing it, but at least starting it.

    What you'll be expected to script:

    -The generic "Skill" and "Quest" scripts, obviously. I can give more detail into that if you want.
    -Weapons that can have poisons on them.
    -Damage over Time (DoT) spells, and Healing over Time (HoT) spells.
    -Stun spells (Freeze the target for a set amount of time).

    If you can do all of that and more, then you're perfect for the job!

    We're very laid-back and friendly. If you love scripting, and wish to do it for a real project, then this is your opportunity!

    Contact info:

    -Leave a reply here.
    -My MSN: [email protected]
    -Send me a Private Message here.

    We'd love to have you!
  10. Grats, man!

    My 'reflecting' is me going back and looking through older posts, seeing how much of a total douchebag I was.  Some of the things I've said to people are mind-boggling to my current self, and I'm pretty disappointed that I actually said some of those things o_O

    Anyway, congratulations! You've always been someone I've looked up to, believe it or not. Cheers!
  11. _Intro:_

    (TL;DR at the bottom)

        Hiya, my name's Bobbus, if you couldn't tell by my forum name. I've been here for quite some time, with a lot of hiatuses (sp?) in between. If you've noticed, over the past 2 years, I've had a lot of attempts at making this game; all of them coming to a dead stop end. Over the past few months, I began to realize the problems that were with my other attempts, and what had killed them so. The killer of my last attempts and game creation is very simple: Lack of motivation.

        I feel this surge of "Heck yes, let's do this!" when I first begin to create Dark Settlement, but it slowly dies down, and I lose my urge to unleash my inner creativity. I've changed my ways over these past few months. I've become more patient, and more willing to put work into projects. You may be asking yourself, "Well, Bobbus, what's new about this attempt?" Well, the answer to that isn't very simple. At a first glance, not much is different; however, I've done a lot to hopefully prevent another burn out, such as telling my friends to never let me stop working, because I know I can't fight off the burn outs on my own. I've also assembled a more organized team. We've got a very dedicated, three-man, skilled team. Lastly, this attempt is a lot more organized than before. Most everything is planned out.

        Now, there's a lot of things I've noticed with a lot of Eclipse games. Game creators focus more on GUI, GFX, advertising, and all of that. However, I see a lot of forgetting to help players start the game! Ironic, huh? Anyway, what I mean is, most of the games I've played around on here start you off in some random forest or town, with no remote description of what you should do next. I'm not saying I'm going to make an infamous 'Tutorial Island,' but I will get players actively started in this game by having messages built in to the map, easy quests, a LOT of quests, etc.

    TL;DR: I've done a lot of research on what has gone wrong with my past attempts at going wrong with this game. I've also studied other games to find their flaws, and hopefully this game will be a huge success.

    Now, let's begin with the actual game, shall we?

    _Overview:_

    Dark Settlement is placed in a midevil fantasy world. I don't like the idea of bombarding people with a huge wall of text of a storyline, so, I tried to be a little bit unique and have a short and sweet storyline:

    [![](http://img441.imageshack.us/img441/8792/theblackagesstoryline.png)](http://img441.imageshack.us/I/theblackagesstoryline.png/)

    Uploaded with [ImageShack.us](http://imageshack.us)

    Obviously, changes will come to it when I see fit. And yeah, sorry for that one spelling error.

    _Classes:_

    _The Footman:_

        Footmen were employed by King Malric in 95 to defend the young kingdom from threats, such as bandits and various other pests. The Black Riders' invasion nearly left the Footmen extinct, but the scattered Footmen managed to survive as a whole by living a life of fleeing from The Black Riders.  The Footmen were key in the defeat of The Black Riders, by aiding Lairn in his final assaults against Calamitos.

    Footmen are the melee combat units of Dark Settlement Online. They have a large assortment of abilities that define them as the main melee units in the game:

    Kick - Kicks the opponent, stunning it for 3 seconds.

    Slash - Slashes the opponent with your weapon, causing damage.

    Stab - Stab the opponent with your weapon, causing a small amount of damage, but also causing your opponent to bleed, making it lose HP over time.

    Raise Shield - Raises your shield, increasing your Defense stat for a certain amount of time.

    Shield Bash - Slam the target with your shield, causing damage and stunning it for 2 seconds.

    The King's Command (Transcendent Ability) - Yell out a glorious shout, increasing your Defense, Strength, and Speed for a certain amount of time.

    Dazing Strike - Hit your opponent in the head, confusing it. This confusion drains mana.

    Footmens' primary stats are Strength and Defense, and Speed doesn't hurt.

    _The Sorcerer:_

    Sorcerers were actually mages that were put in place by King Malric to defend the Kingdom from threats in the early years of the world. However, when The Black Riders invaded, the world seemed like a hopeless place. This hopelessness caused the mages to seek into darker, more sinister magics: Black Magic. Black Magic was, ironically, a symbol of hope for mages during The Black Ages. Its great powers assisted greatly in the many battles that humanity won against The Black Riders. However, this power was not without a cost. Black Magic is an ever-consuming magic. The soul of the sorcerers were slowly being taken by the powers of the Black Magic. Fortunately, a very powerful Priest, named Jarum, managed to study Black Magic enough to understand its nature. He used this knowledge to stop the consumption of the sorcerers, and allowed them to keep their Black Magic at no cost.

    Now, Black Magic is primarily used to summon creatures, drain life, or cause intense pain to targets:

    Lesser Summon - Summons a Skeleton that will fight for you. Lasts 30 seconds.

    Life Sap - Causes damage to an opponent. 50% of the damage caused is converted into health for the sorcerer.

    Seed of Darkness - Plants a seed in a target. After 10 seconds, the seed grows, dealing minor damage to the opponent. Heals the Sorcerer for 150% of the damage caused.

    Shadow Blast - Hurl a painful blast of Shadow at a target, causing damage.

    Tree of Darkness (Transcendent Ability) - Plants a Tree of Darkness in the target, immediately dealing high damage, and healing the Sorcerer for 100% of the damage caused.

    The primary stats for a Sorcerer are Magic and Speed, with a little bit of Strength.

    _The Mage:_

    Mages harness the powers that connect the universe together to unleash various types of attacks on their foes. They use the powers of Red (fire), Blue (ice), and Green (electricity) Magic to power their abilities. Red Magic is aimed more at causing great harm to the foe, with little regard for one's self. Red spells cost a lot of MP, but deal a lot of damage. Blue Magic is the polar opposite of Red Magic; it focuses more on self-defense by freezing the enemies in place. However, it doesn't cause a lot of damage. Blue spells also cost a lot less MP than Red spells. Green Magic focuses primarily on keeping the foe stunned with jolts of lightning. Green Spells cost a lot of MP, deal a decent sum of damage, and have limited uses per fight. Mages have a lot of spells in their arsenal:

    Fire Blast - Scorch your opponent, causing damage.

    Flame Wheel - Burn your opponent, causing damage over time.

    Icicle - A large icicle impales your opponent, causing damage and having a chance to freeze.

    Freeze - Sends ice into your opponent's veins, freezing them.

    Static - Sends static electricity into your opponent, reducing their chance to hit with melee and ranged attacks.

    Lightning Bolt - Strike your opponent with a lightning bolt, causing damage and paralyzing the opponent.

    Call of Magic (transcendent ability) - Charge up a powerful, full-magic attack. Hits with all 3 colors of Magic in the Mage's arsenal. Causes high damage, freezes the opponent, burns the opponent, and paralyzes the opponent.

    The primary stats of the Mage will be Magic and Speed.

    _The Priest:_

    Priests specialize in healing and protecting those around them. While they can't cause the highest damage, they have the widest, and most effect arsenal of healing spells in the game. Priests have been around since the beginning of mankind. They pray to the gods to keep their powers maintained. They use the powers of White Magic to care for their allies. White Magic is magic that involves healing and protection, but also have potential to cause pain:

    Smite - Smite your opponent, causing damage.

    Turn the Tables - If this spell is active, whenever an opponent hits you, you get healed for the amount of damage caused.

    Heal - Restores some of the target's HP.

    Powerful Heal - Restores a large amount of the target's HP, but at a greater mana cost.

    Quick Heal - A rapid heal. Restores a small amount of HP, but has a low mana cost.

    Life-Bind (transcendent ability) - Heals your target for 100% of their HP.

    The primary stats of the Priest are Magic and Speed.

    _The Berserker:_

    Berserkers are infamous for running into large groups of foes and coming out on top. Berserkers are reckless warriors who have little regard for their own defense. This is often their downfall; however, if skilled enough, a Berserker can get the upper hand in almost any fight. They primarily use large, two-handed axes or swords, and rush into combat with a lust for blood, swinging and chopping at whatever appears in their line of sight.

    Fierce Strike - You raise your weapon above your head, and slam it down on top of your opponent, dealing a large amount of damage. Has a high MP cost.

    Whirlwind - You spin around with incredible speed, hitting targets around you.

    Roar of Battle - You let out a loud roar, increasing your Strength for a certain amount of time.

    Blood Frenzy - You go on a blood frenzy, causing damage done to heal you for a certain amount of time.

    Berserker Rage (transcendent ability) - You go on a rampage, increasing all damage done for a short time.

    The primary stats of Berserkers are Strength and Speed.

    _The Paladin:_

    Paladins were first seen as the defenders of King Malric in the early years of man. They were a powerful combination of Priests and Footmen. Able to fight like a Footman, and able to heal like a Priest, they were the only ones worthy enough to defend King Malric. They were the elite of the elite, and the noble protectors of Euphralia. However, when The Black Ages struck, the paladins seemed to have disappeared. Most were slaughtered by the powerful Dark Riders, and others mysteriously disappeared, presumed to have become one with White Magic. But, even through The Black Ages, paladins still managed to struggle through, and reemerge to take their rightful place as holy defenders once more. Paladins have a lot of abilities to manage:

    Holy Blast - You blast the target with holy energy, causing damage.

    Holy Restore - You call upon the powers of White Magic to heal your target.

    Righteous Strike - You strike your opponent with your weapon, causing damage.

    Purge - You send a ray of light into your target, causing damage over time.

    Light Vortex (transcendent ability) - You summon a Light Vortex that heals your allies, and damages your foes.

    The primary stats of Paladins will be Strength and Magic.

    _The Sniper:_

    Snipers are trained footmen who learned how to wield a bow. Snipers tend to stay in the forests, and this was a huge advantage during The Black Ages. The Black Riders tended to stay out of forests, for the most part. So, while the rest of the world burned, the Snipers stayed hidden away in the forests, waiting for the right time to strike. Snipers have a lot of different shots that they can use:

    Power Shot - A more powerful shot than your average shot. Deals damage to your opponent.

    Piercing Shot - You shoot a sharp arrow into your target, making it bleed. Causes damage over time.

    Flaming Arrow - You shoot a flaming arrow into the target, making it burn. Causes damage over time.

    Precise Shot - You shoot a very precise arrow at your target, causing a lot of damage. Has a high mana cost.

    Call of the Wild (transcendent ability) - You blow your whistle, summoning a wolf to fight for you for a certain time.

    The primary stats for a ranger will be Strength and Speed.

    _Maps:_

    Just a few maps of the starter zone: Fors County

    [![](http://img683.imageshack.us/img683/2929/screenshot2i.png)](http://img683.imageshack.us/I/screenshot2i.png/)

    Uploaded with [ImageShack.us](http://imageshack.us)

    [![](http://img443.imageshack.us/img443/7130/screenshot1pr.png)](http://img443.imageshack.us/I/screenshot1pr.png/)

    Uploaded with [ImageShack.us](http://imageshack.us)

    [![](http://img153.imageshack.us/img153/8018/screenshot0vq.png)](http://img153.imageshack.us/I/screenshot0vq.png/)

    Uploaded with [ImageShack.us](http://imageshack.us)

    And yes, that little orange thing you see above my head is a fairy. It's a necklace item that gives you various stats.

    _Features:_

    I'm trying to creative a game that has extreme uniqueness and creativity involved. Pardon the non-custom GFX and GUI's, we'll get the GUI's soon enough. And, sorry to disappoint, I'm quite a fan of the RMXP sprites, so they're here to stay. Anyway, on with the features!

    -Lush, interactive maps.
    -Human-like NPCs that are full of character. They all say more than one thing.
    -The music is spectacular. After some digging, I finally came across some simply beautiful MP3s. This music is stunning, and I know you'll love it. It literally makes my spine tingle.
    -Custom paperdoll designed specifically for our sprites.
    -Inquisitor's Tilesets. We all know how dark and wonderful it looks!
    -Quests are going to be the main way of advancing one's character in-game. They are going to be very abundant.
    -Skills, such as: Woodcutting, blacksmithing, mining, herbalism, and chemistry, to name a few.
    -Dungeons, where you can go with a friend or friends and fight tougher enemies.

    _The Team:_

    -DG1423: Very pro scripter. He's amazing at what he does.
    -Bobbus (me): Team assembler. We have no 'leader' here. All of our jobs are equally important. I map, I think of stories, items, PD, etc.
    -Addictedâ„¢: Like me, he does a little bit of everything outside of the world of scripting. It's been a fun experience, and an honor, getting to know and work with him.

    _Forum:_

    We now have a forum. Please note that we are just using it as a baseline; we are going to update it to a real forum eventually. If you're going to criticize, please leave the forum out of it, because we are well aware of its issues.

    Anyway, please register and become a part of the Dark Settlement community!

    http://darksettlement.tk

    _Updates:_

    May 25, 2010:

    -Finished the interior maps at Forsville, Old Fors County. Sorry if the quality has let you down. I'm bad at interiors.

    Inn:

    [![](http://img163.imageshack.us/img163/8244/inn.png)](http://img163.imageshack.us/I/inn.png/)

    The way Inns work: You buy an inn key, located inside of that inn. The level of the zone you're in affects the key's price. You use the key to get past the lock inside of that inn, allowing you full access to it. Inside of the 'locked' area are beds (Beds fully heal you when you walk inside of them) and various potions. The good thing is, once you buy that key, you own it for good. Enjoy!

    Blacksmith:

    [![](http://img337.imageshack.us/img337/9969/smith.png)](http://img337.imageshack.us/I/smith.png/)

    Chemisty Shop:

    [![](http://img189.imageshack.us/img189/7108/chemistry.png)](http://img189.imageshack.us/I/chemistry.png/)

    Fishing Emporium:

    [![](http://img571.imageshack.us/img571/1429/fishingx.png)](http://img571.imageshack.us/I/fishingx.png/)

    Those purple, dotted squares are simply telling you where to step to open the shop.

    May 28, 2010:

    A few source edits are being worked on as I type this:

    -You must press "Enter" if you want to talk. This is because of the next feature:
    -WASD movement. You now have to move with the WASD keys.
    -Fonts of most things in the game are now very clear and easy to read, unlike the default fonts.

    May 28, 2010

    Finished the North District of the booming town of New Forsville. Enjoy!

    [![](http://img143.imageshack.us/img143/943/newforsville.png)](http://img143.imageshack.us/i/newforsville.png/)

    Hope you enjoy what you've just read!

    -The Dark Settlement Team
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