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Messages - GalenEvil

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1
Other Games / Re: Older games that you've been playing recently
« on: November 20, 2013, 02:33:36 am »
Been playing Mega Race lately to relive some nostalgia of my youth. Still as fun as I remember it to be.

2
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 15, 2013, 05:32:35 am »
To any and all experiencing the *h window clearing crash on Windows builds, thank-you for reporting. Hopefully we will have a fix for this applied soon (within the next day or so). Until then please either refrain from intentionally reproducing the bug or make sure you save before hand in the case that it is not a 100% always duplicatable reaction. Also, if there is not an issue already reported please report. If there is please add to it and report the circumstances that you encountered this bug in the original issue report. Keeping like reports together will help us focus on the cause and not just the symptoms of the issue report(s).

Thank-you everyone that plays Cataclysm and reports issues. YOU help keep the number of bugs as low as possible.

3
Other Games / Re: Creeper World 3
« on: October 19, 2013, 02:42:48 pm »
Saw this topic, bought the game, played the hell out of it last night for longer than I planned. TD games are like crack to me :S Need to go ahead and download the other two since I bought em at the same time. I generally take the route of: set up base, get to a stable position, build up forces, march forth and destroy.

The first world you get to that has the thing orbiting it (forget the name of the planet offhand) I found pretty easy. Unrelated to that world, TERPs are awesome :D

4
* GalenEvil draws summoning @
COME FORTH FAITHFUL DRIVE-BY CONTRIBUTORS!!! FIX THIS BUG OF BUGS AND LEAVE US SATED AND UNWANTING!!!

* GalenEvil waits patiently while poking lightly at his code that is playing hard-to-fix

5
Creative Projects / Re: Game programmers and designers enroll here.
« on: September 28, 2013, 05:39:15 am »
PTW: may send in resume after my current contract is fulfilled.

6
Creative Projects / Re: A more effective internet forum
« on: September 25, 2013, 11:39:48 pm »
PTW this sounds awesome and something I'd be interested in testing if not helping develop (no time at the moment).

7
This latest release was named by Kevin Granade, Azmodean to the 12th Bay. Deon's tileset has some minor flaws, which may have translated into SirHoder's when he incorporated Deon's tileset into his own. The NPC sprites being the most obvious. I don't remember if it was mentioned to Deon that the NPC sprites are pointing at the poppy tile, but it will be let known by this next evening and I'll post up a fix to change it to the proper tile once I have had some light R&R.

8
General Discussion / Re: Futurama
« on: September 08, 2013, 12:43:15 am »
And they left it open with the last few lines of the episode :D What Farnsworth says at the end can mean a reset to episode start or the start of the series, if he had conceived of the ten-second time reset device way back at the start.

9
Darkmere: The flashlight bug is a known issue, thought that was taken care of as of last night though >.< If it wasn't please let us know.
Danv: No idea on vehicle related stuff, will have to wait for GlyphGryph, Azmodeon, or i2amroy to get on and answer :D

10
No hotkey, but you can switch between tilesets and ASCII via the options > Interface menu

11
As of right now it's trivial to switch by drag dropping some files and restarting the game and though.
   Trivial is having an option in the options. Dragging and dropping files is not trivial as it requires actual effort which can be messed up by accident. Of course I don't think it needs the options to be honest. Most people will find a tile set or just use ASCII and then stick with what they chose. Of course looking at how the data is stored it seems that the game loads the file tile_config.json and the images tile.png and tinytile.png so if you turned the variables that stored those paths into normal ones and let them be set in the options menu it would be easier and you could keep everything in the gfx folder (Ex I could have default.json default.png tinydefault.png as well as deon.json deon.png and tinydeon.png). Though I will stress that this is probably not needed.

I am planning to add this as part of the mod manager section, actually. I'll be moving things around in regards to tilesets and the json file. Right now, though, you can alter what tileset is pointed at by changing gfx.txt in the data folder. The paths in it assume that the path is relative to the application directory, so you'd write gfx/sometileimage.png in the image section and gfx/sometilejson.json in the json section. You can also have it work with additional nested directories. gfx/deontileset/deontiles.png and gfx/deontileset/deontiles.json

The mod manager will introduce a more graphical way of switching between tilesets added to the gfx/ folder, and will take the names of subfolders within it as the tileset names.

Edit (Addendum):
Along with being able to switch between tilesets more easily I plan to add the ability to stack like-sized tilesets onto one another with a sort of priority loading system. You may want to use Deon's tileset and json as a base, but maybe use someone else's vehicle or item tiles.

12
But once done it's really nice as it was in the old Gremour's build, but NPC appears as red flower in the starting shelter (they appear correctly in the official experimental builds).
hehe, the npc_male and npc_female ids are set to tile 32. If you go into the JSON and change them to match the player_male and player_female tiles the red flower will be replaced with the player tiles :D

13
Yes, the most current experimental build will have the fixed citygen in it :D

14
Creative Projects / Re: Lunkheads Zero - Release #4 - Boom!
« on: September 03, 2013, 03:00:54 am »
You can also use Git + Bitbucket, which allows free closed-source version control hosting

15
City gen fix merged in, so now size 16 cities take only a few seconds to make instead of hours :P

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