Screenshots |
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Screenshots |
Feb 6 2005, 05:20 PM
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#61
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
The Contingency screen.
-Galactygon
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Feb 6 2005, 05:23 PM
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#62
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
The mage book screenshot. This is the final look of the new-spell icons. I haven't made one for polymorph self/other yet.
You can see the irregularities on the border of the background and the 2 sidebars. It will be fixed before the release of the GUI mod. -Galactygon
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Feb 6 2005, 05:25 PM
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#63
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Another mage-book screenshot. With many old and new spell icons (can you guess which one is the timestop spell icon?).
-Galactygon
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Feb 6 2005, 05:28 PM
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#64
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
The last screenshot: the journal screen. I haven't really found much space for the buttons on the bottom, but I thought of making them as bookmarks as seen in the priest scroll menu.
-Galactygon
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Feb 9 2005, 10:49 AM
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#65
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Forum Member Posts: 2 Joined: 26-January 05 From: Hungary |
I'm stunned! Awesome work!
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Apr 26 2005, 01:14 AM
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#66
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
2 days late as promised, we have yet another screenshot update. I have around 20 right now, but they aren't as graphically spectacular as some of the previous ones, but I do pay attention to small detail.
The first one the new character screen GUI. I have been working on GUI as well, but at a much slower pace (since I am involved in some secret mod projects as well as betatesting for another mod). I am still experimenting with the sidebars, so they don't look as good as they eventually turn out to be. -Galactygon This post has been edited by Galactygon: Apr 26 2005, 01:15 AM
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Apr 26 2005, 01:16 AM
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#67
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Chromatic Blade. Notice the blade keeps flashing through the colours of the spectrum, as demonstrated by the array of small screenshots.
-Galactygon
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Apr 26 2005, 01:21 AM
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#68
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Some people enjoy igniting others by moving close after a 'Fire Aura' is cast. It not only wards all fire from the caster, but ignites those who dare to touch the flames. Creatures ignited will be burning for a random number (2-8) of rounds.
-Galactygon
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Apr 26 2005, 01:24 AM
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#69
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
A firestaff that ignites both ends of a conjured staff in blue flames.
-Galactygon
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Apr 26 2005, 01:27 AM
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#70
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Curious how Implosion looks like? Here it is. It will be a feature for the next version of SpellPack. The surrounding air molecules around the character implode upon him/her, blasting the character into a million pieces.
-Galactygon
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Apr 26 2005, 01:36 AM
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#71
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
This screenshot is here to prove the constitution check DOES work when calculating the amount of times a caster may concentrate to implode a creature, and characters with lower constitution scores (think of Aerie and Viconia) have very small chances of making it to round 3.
The way a constitution check works, is a 20-sided dice is rolled. If the dice-value is greater than the constitution of the character, the constitution check fails. If a character's constitution is 20 or greater, the constitution check is always successful. So, after the casting of the implosion spell, the character may call upon the spell again (found in the innates section) to implode a creature of his choosing (it could be the same creature, if it succeeded its saving throw). He can do so once per round for 3 rounds after the casting of the spell. However, the character must make a constitution check each round to sustain the spell. That's why characters with average/below-average constitution scores have little chance of getting past the 2nd or 3rd round. -Galactygon
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Apr 26 2005, 01:38 AM
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#72
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
I combine the best of BG1 and IWD2 when making the GUI screens. Here is an example.
-Galactygon
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Apr 26 2005, 01:41 AM
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#73
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
The types of creatures that could be summoned in Monster Summoning 1. From top to bottom and left to right, we have Xvarts, Giant Rats, Giant Bats, Goblins, Hobgoblins, Gibberlings, Kobolds, and Tasloi.
There are more types of creatures that are summonable via monster summoning spells, and these are just a handful of examples. -Galactygon
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Apr 26 2005, 01:43 AM
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#74
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Monster Summoning II. I will not state the creatures, but you could try to guess what they are.
There are more types of creatures that are summonable via monster summoning spells, and these are just a handful of examples. -Galactygon
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Apr 26 2005, 01:44 AM
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#75
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Monster Summoning III. I will not state the creatures, but you could try to guess what they are.
There are more types of creatures that are summonable via monster summoning spells, and these are just a handful of examples. -Galactygon
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Apr 26 2005, 01:46 AM
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#76
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Monster Summoning IV. Some of the creatures not yet seen in any of the games are Heucuvae (they look like shades for now), Yeti (the recoloured ogrillon is temporary; I will use the IWD animation), and Hellhounds (the recoloured wolf).
There are more types of creatures that are summonable via monster summoning spells, and these are just a handful of examples. -Galactygon
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Apr 26 2005, 01:47 AM
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#77
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Monster Summoning V. I will not state the creatures, but you could try to guess what they are.
There are more types of creatures that are summonable via monster summoning spells, and these are just a handful of examples. -Galactygon
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Apr 26 2005, 01:51 AM
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#78
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Monster Summoning VI. The recoloured Wyvern is the Dracolisk, accompanied by a Lesser Basilisk, a Stag Beetle (I think), and a few phase spiders. Not this many creatures are summoned through a single casting; I had to cast the spell 3 times to summon these creatures.
Also note the gaze attack icon I have selected for the basilisk below. There are more types of creatures that are summonable via monster summoning spells, and these are just a handful of examples. -Galactygon This post has been edited by Galactygon: Apr 26 2005, 01:52 AM
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Apr 26 2005, 01:53 AM
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#79
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Yet another Monster Summoning VI screenshot. A single casting, and a single wyvern.
Note the purple summoning circle plays above the creature rather than below the creature. I shall correct that in time. -Galactygon This post has been edited by Galactygon: Apr 26 2005, 01:54 AM
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Apr 26 2005, 01:58 AM
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#80
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
And lastly, the 9th-level Monster Summoning VII (ignore the force sphere around Imoen for now). We have 2 will 'o wisps, a frost giant, an ettin, and a remorhaz (which is just being summoned).
Some (not all) of the creatures not shown here, but summonable through the monster summoning VII spell are the Chimerea, the Fire Giants, Umberhulks, and even the Greater Basilisks. It seems the Flesh to Stone spell became obsolete, since you can "use" it several times per round through the eyes of the Basilisks. There are more types of creatures that are summonable via monster summoning spells, and these are just a handful of examples. -Galactygon
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