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Messages - JeebusSez

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1
Other Games / Re: Diamondfires @ H&H, Village Council Thread
« on: March 11, 2010, 02:16:47 am »
You ... got all the skills in an hour or two?

I wish to subscribe to your newsletter, good sir! Tell us how you accomplished such a feat.

Not _all_ the skills mind you, but important ones like fishing and punching rabbits in the face.

Then again it might not have been an hour or two. I started playing it after dinner and next thing I know I had work in two hours and the sun was up.

2
Other Games / Re: Diamondfires @ H&H, Village Council Thread
« on: March 10, 2010, 10:11:11 am »
Your ideas are intriguing to me and I wish to subscribe to your newsletter. Er settlement.

I already have a character who's set up in the wilderness by a mountain and a giant clay field, with my eye on a neat little bay a little bit up the river, but I'd like an alt who's participating in a village. I've been playing for a day or so and I've got the general hang of it - at first i felt like it was a grindfest (since thats what all the guides were saying) but after the hour or two it took me to get all the skills, it felt less grindy and more expansive.

So yes, the hearthcode please!

3
DF General Discussion / Re: Building a Real Dwarf Fortress
« on: June 02, 2009, 08:48:48 am »
i can't seem to find it now, but once while researching fallout shelters I stumbled upon a fallout shelter in the midwest that was comprised of a complex of sea-containers connected by tunnels that was buried deep into a series of hills. It was a completely self-contained network that had different living quarters, sanitation facilities, a kitchen, a greenhouse, and even a generator. It was set up essentially to allow everyone to survive underground until the fallout had subisded to livable levels, and then the occupants would begin to reestablish the local countryside.

It was pretty awesome. I wish I could find it again :(

[edit]Found it! It was in my bookmarks :P apparently it's in canada. have a link!

http://ki4u.com/nuclearsurvival/arktwo/index.htm

4
DF General Discussion / Re: Dwarf: The Hammering
« on: May 21, 2009, 12:46:04 pm »
Quick suggestion:

If you fit each card layout onto a 3.5x2 square, you can easily mass-print these at home on those business-card blanks you can buy at office supply stores. I can help with layout and PDF authoring if you need it.

5
I'm going to echo Martin's sentiments.

I have a friend who used to run an online shirt store and usually did a limited run of two or three screenprinted t-shirt designs; she'd cycle into new designs every three or four months, and by the end of the year she had a small back catalogue people could order from, and whatever was sold out was gone unless she did a second run.

If everyone settles on a design I could try to talk her into getting all the equipment out again or even borrow it. Barring that, screenprinting supplies are fairly cheap, with the only problematic (expensive) supply being shirts. Her prices were around 10 dollars/tee (and that's WITH a profit), so assuming enough people are interested, I'd sell them at-cost.

Also this gives me a good excuse to get into screenprinting (I've always wanted one).

For really basic designs (like the MAGMA shirt) that can easily be done with a stencil and some fabric paint.

I rather go for posters than T-shirts.

I can do posters too with screenprinting.

6
Curses / Re: Port of LCS to nintendo DS ?
« on: January 27, 2009, 08:07:52 am »
DS has a touch screen, it's better than a mouse for clicking on stuff.

R and L buttons can act as shift buttons giving us 3x8-4=26 combinations, excluding unshifted directional buttons...

I've been debating this myself. Use the stylus or use the buttons? Using the stylus would simply mean making giant boxes for the user to click on; it seems like it'd be pretty tacky, and reverting to infiltration mode would mean either giant ugly arrows for navigation.

Using the dpad + keys however seems more intuitive, both to navigate menus and during infiltration mode; the dpad would be used to move, and each of the keys (abxy) could be assigned to the unique commands (use, fight, talk). Not only is this more sensible, but it would be something that would be easily ported to a different handheld system with a similar control scheme (d-pad + 4key + shoulders), which means less work for everyone. This is the one I'm leaning toward; sure, LCS might lose some of it's charm, but better to have a new interface than to have an illegible keyboard you're pecking at all day long.

7
Curses / Re: Port of LCS to nintendo DS ?
« on: January 27, 2009, 06:41:25 am »
PSP development has been brought up earlier. However, you'd have to find a way to shrink the input from a full keyboard to six keys and the d-pad. And then you'd have to compile it with the DOS pdcurses library.

I only mentioned the DS because it's what I happen to have.

8
Curses / Re: Port of LCS to nintendo DS ?
« on: January 27, 2009, 05:29:45 am »
but i dont know if it would be possible because all the games i have are 128 * 160. and LCS has to be a lot more than that 80*12 x 25*8? = 960 x 200. I  dont really remember the height of  ASCII text (8x12?).  and as my cell phone has only 640*480 then youd have to resize the window to 55 or something instead of 12... Easy...   ;)

the interface would have to be rewritten, specifically the i/o. I have a mockup of how it'd work on a DS (the answer is a header with very abbreviated column titles) where a character is 8x8 (each screen is 32 tiles by 24 tiles), but I'm not sure how it'd work with a phone. Also, the header drawing and such isn't very encapsulated [it simply calls the pdcurses library command followed by what it draws instead of something port-ready like DrawHeader.infiltrate()].

I'm slowly going through the source to see if it's worth it to sit there and change all of the calculations to fit with the DS and if it's even powerful enough to handle the processing involved, especially with the simulation of issues (which to me is pretty much the most key concept in the game); if it can't simulate the issues during runtime the game would just be mayhem crime squad. If it is worth it, then it'll be a hell of a time going through and getting everything to fit on two tiny DS screens, plus the thought process behind how to do input (stylus? dpad+abxy? combination? VIRTUAL KEYBOARD?!).

For an interesting idea if the DS can't handle the issues simulation is porting a singleplayer version of LCS to the DS where you control a squad; after a playthrough (say there's a set number of days) the game spits out a code that you'd input on a master website to create a sortof metagame; the things you do individually effect the metagame as a whole, so as more people play and contribute action codes the master site would affect the state of the metaworld and tip it liberal or conservative. A better idea would be if everyone could connect to a central server and gameplay would effect the metagame on the fly, but I don't think nintendo would like that very much.

9
Curses / Re: Port of LCS to nintendo DS ?
« on: January 23, 2009, 02:39:58 am »
More than a "port" it would have to be a new game

That would require rewriting the code. Porting to the DS would require rewriting display and I/O, but the game logic is a simple cut and paste. So no, it wouldn't be writing a new game.

[edit]The DS doesn't have enough memory to handle that many floats, so there would also have to be a lot of conversion of floats to various signed integers.[/edit]

10
Curses / Re: Programming Help Wanted
« on: January 23, 2009, 02:38:43 am »
There's a big list of PDcurses API-style user's guide at http://pdcurses.sourceforge.net/doc/PDCurses.txt. PDcurses is used as the i/o for LCS, so if you want a similar system, it's your best bet. Technically you don't even have to glance at the LCS source, although it'd be a good idea as an example of implementation (although what happens in there shouldn't necessarily be taken as best practices).

11
Curses / Re: Selling Cars?
« on: January 22, 2009, 03:44:33 pm »
Funny. I thought the efficiency of something was measured by the maximum effectiveness and the actual effectiveness.

You're correct, but I think you're looking at it funny (as in how much the panel can yield vs how much it will yield; it'll usually be 100% on the ground or in space as long as the panel is in good and working condition and is in full sun).

In the case of solar panels, maximum effectiveness is the theoretical power yield of sunlight (for example, 1000kW/h); the actual effectiveness is how much the panel can covert (i.e., 100kW/h, with the remainder lost to reflection, heat, etc.). Thermodynamics dictates that unless we feed some energy into the system, we will never reach 100% effectiveness (some power is inevitably lost in the conversion of light to power in the form of resistance, etc). Currently mass-production panels are around 20% efficient, but I think they've gotten some experimental cells up to 40%.

12
Curses / Re: Port of LCS to nintendo DS ?
« on: January 21, 2009, 11:12:25 pm »
So after some poking around with DS homebrew develoment environments(PAlib, devkit arm) it turns out that the DS has some native text output; combined with some smart GUI design and controls, this means that a Curses library is not really necessary. All that's needed is to somehow map out the keyboard controls on the touchscreen and the buttons.

The only major limitation of course would be the processor power and memory requirements. The Nintendo DS has 4mb of ram and 63+33mhz processor (CPU+GPU); I'm not aware of the minimum requirement for to run LCS. However, putting LCS on the DS is actually not too much of a stretch.

13
Curses / Re: Port of LCS to nintendo DS ?
« on: January 07, 2009, 05:11:16 am »
So it turns out that once upon a time there existed on the internets an unofficial verson of the PDcurses library for the NDS (the original site is http://gpf.dcemu.co.uk/ndscurses.shtml) but it seems to be loading either slowly or not at all for me; google caches are recent and have recent dates, so I'm assuming the site is just having issues right now. As for the display, I'm assuming it's a screen-top/keyboard-bottom layout, which would be very cramped, but at least we could see if the DS is able to handle it. Does anyone happen to have these files?

in terms of a good port, I'd say the 4 biggest chunks of work are to a) redo the save system b) redo the whole input/output (which includes completely rewriting the strings to make everything fit) c) figure out how to make map generation and traversal translate properly to the DS screens and d) integrating the IO with the DS control scheme

14
Curses / Re: Port of LCS to nintendo DS ?
« on: January 04, 2009, 12:19:17 am »
the way i see it, there are two ways of doing this:
1) a straight port with the GUI rewritten, using (during infiltration) the top display for the map and the bottom for squad info and commands and (during assignment [for lack of a better word]) the top to navigate squads and the bottom for commands
2) rewrite the whole thing from the ground up to focus on a single squad. basically continue LCS in spirit

(1) is good b/c it's a straight port and it keeps the game, but is bad b/c all of the graphics would have to be redone, plus the narrower characters would make it hard to see.
(2) is good b/c it lets us start from scratch; development might be smoother and it would allow us to develop the displays and the game code at the same time. it's bad b/c it would be...well, starting from scratch. BUT IT'D BE FUN

i'm trying to run LCS on my DSlinux, but I have a Slot-1 (top slot) device and apparently Linux would very much like that delicious memories.

Your thoughts?

15
Curses / Re: LCS 3.18.0 -- Baby, check out my Skill Sheet
« on: December 02, 2008, 02:46:24 am »
More grammar/typos:

"The Liberal Crime Squad has struck again. [...]
Accorded     to sources..."

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