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Messages - strich

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1
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?

Source code for the server side will be available, app will be sold on the App Store.

Have you spoken to Toady about this? Despite the fact that technically you're only selling a remote, it will appear to the layman that you're reselling the game itself. That sounds unethical at best and flat out illegal at worst.

Yes, I have. You could also read this topic and find his post here.

Thanks to Japa I've now read that. The way I read Toady's post is that he does not like the idea of any application sold for money that has the 'Dwarf Fortress' name in it, at all. You might want to get more explicit confirmation from him.

2
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?

Source code for the server side will be available, app will be sold on the App Store.

Have you spoken to Toady about this? Despite the fact that technically you're only selling a remote, it will appear to the layman that you're reselling the game itself. That sounds unethical at best and flat out illegal at worst.

3
Hey this looks really impressive! I'm curious - Do you intend to release the source code and/or sell this app on the marketplace?

4
Wowo! Nice one Japa! I hadn't checked out the DF community in maybe a year now. I started to get some free time so I thought I might kick off my little real-time DF front-end, but here you are, already making awesome progress! :)

I think I'm interested in collaborating - Where do you hang out to chat? IRC still?

5
Aside from all the criticism so far, learning programming enough for unity is not too hard of a thing to do. Unity is a very high-level language and you won't get to learn much programming (due to how user-friendly it is) so when you do come out of the glorious blanket of something like game-maker/unity, you will be baffled at the concept of having to do trigonometry so that a sprite can follow your mouse.

you need to be realistic about this, I've been programming for about 5 months now and would you like to know what I've achieved? (i'll give you a clue, it isn't much).
. A 2d Game where coloured cubes collide and create a baby that is a mixture of those cubes
. A basic 2d platformer, a cube has a jetpack and must finish the level before fuel runs out ( he can refill on the way if he finds the power up)
. Basic parsing of websites
. General syntax, classes, functions and regular expressions etc.

What you want to do is a loooooong way away and it's worth doing tiny tiny TINY little games just to learn.
By all means learn unity but just realise that it will not aid your programming to a high degree, you'll need to do much lower level programming to really understand what you are doing.

I would disagree with most of the above. The Unity engine is a fantastic tool to develop programming skills in. C# and Java are great, wide-spread languages to learn. Unity cuts out all the crap between you and making your game, and lets be honest, that IS the goal.
Avoiding all the hardcore low-level graphics programming will be a short-coming for someone for sure. But its much easier to go back and learn that stuff later after you have had a taste for games programming in the first place and know its what you want to spend time learning.

OP's current game idea is of course way too big a task. But I would still suggest using Unity for whatever goal is chosen.

6
Creative Projects / Re: Animation Problem
« on: June 24, 2013, 11:23:34 pm »
Definitely a normals issue. You're probably not seeing it in Mudbox because Maya may, by default, be rendering the model single-sided. I'm too rusty with Maya to give any direct instructions, but this may help: http://mayazest.blogspot.com.au/2011/01/display-vertex-normals-in-maya.html

7
As someone who started learning programming by trying overly-ambitious projects (Seriously, I finished not a one) and is now the Lead Programmer for Subterranean Games and the so-far successful War for the Overworld project, go for it!

You will fail of course, but you'll learn a lot in the process! Then once you repair your self-esteem you'll try something more realistic. Oh yes you'll fail that one too. But you'll have learnt something. Rinse and repeat until you finish a project!

If you're using Unity and have some expendable money, you could get a real head start and buy a few plugins - There are some procedural planet generation ones there too.

8
Other Games / Re: Space Station 13: Urist McStation
« on: April 19, 2013, 09:06:06 pm »
On a three person sandbox round last night, we managed to get the thermoelectric generator working, after some trouble with the hot loop. Despite that, IT WORKED. Albeit for a brief time until we accidentally lit ourselves on fire...

Anyways! Here it is, in all it's pipey glory.



Yes, that is the escape wing. The hot loop was located inside R&D, we reinforced the floor.

Awesome stuff! I've been lurking around and jumping into the server whenever I can for a bit. I'd love it if you could give a more detailed explanation of exactly whats going on in that screenshot to make such a thing happen for someone who has only really been playing the game for a few weeks now.
For starters - Does SS13 provide a 'module' that if given a hot liquid and a cold liquid loops it'll generate power equal to the delta between the two?

9
Other Games / Re: Space Station 13: Urist McStation
« on: March 25, 2013, 02:38:13 pm »
Hey cool! Definitely going to try this out soon.

10
Creative Projects / Re: Fluid Dynamics in 3D Similar to DF
« on: January 16, 2013, 07:10:35 pm »
My thoughts exactly GalenEvil. I think CA could be done in 3D well enough in real-time. One can display the CA fluids via isosurface extraction. What that means is that it'll scan the CA grid and output a shell mesh. From there some simple water shaders could make a fairly decent fluid dynamics system. If one could get the CA+mesh extraction going at 30FPS it'd look quite nice.
Its something I plan to test out fairly soon.

Right now however I'm trying to look for a good 3D CA lib, if I can. I'm sure it wouldn't be too difficult to create from scratch but I understand there will be quite a few optimizations to be had to get it going at a good speed. Again, trying not to reinvent the wheel there.

The other part of that is how to implement multiple interacting fluids/CA types. The classic example for this is the 2D falling sand game where you can place water to grow plants that you can burn with fire. I'd love to see a clean and fast example of that somewhere.

11
Creative Projects / Fluid Dynamics in 3D Similar to DF
« on: January 15, 2013, 07:27:52 pm »
Hi guys,

I'm currently developing a new game based on space and one of its goals is some lightweight pressure/fluid/temperature simulation throughout the player spaceship. Like a good developer I'm cutting the project up into more palatable bite-size projects. The one I'd like to discuss and develop here is an open source version of DFs Cellular Automata simulation. After fairly extensive research I've concluded that the solution DF has implemented is actually really well done.
I'd love some help from the community here around a few specific points:
1. Has anyone already done the above? Eg is there already an open source implementation of DF's liquid and pressure simulation as discussed here? No point reinventing the wheel.
2. The above linked article discusses liquid simulation quite well. However I'm struggling to find information around how the system works with liquid interactions (water+magma), gases, temperature, etc. Would love some resources around this.

The plan here will be to develop a small open source project written in either C# or C++ (Undecided yet) and pluggable into Unity as its currently my engine of choice. But I'll try to keep it as engine agnostic as possible.

12
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r1 (current)
« on: August 14, 2011, 11:25:12 pm »
Love your work Peterix, as always. ;)

13
DF Modding / Re: DFHack 0.5.15
« on: June 16, 2011, 11:28:35 pm »
Ok, this is a test release (codename Rainbow Kittens!). It's the base DF 31.25 with DFHack added to it. Just run the exe as you would normally, you'll get the DFHack console next to the normal DF window. There's no support for plugins or external tools yet and the only (real) tool that works is reveal. Anyway, enjoy. This is a taste of things to come ;)

https://github.com/downloads/peterix/dfhack/dfhack_31_25_win.zip
Just gave it a crack. Works fine. Nice job so far. This is all part of the DFAPI branch is it?

14
DF Modding / Re: DFHack 0.5.15
« on: June 16, 2011, 12:16:52 am »
Does this mean we won't be wasting time copying memory data between two processes in future, and can access data directly?

15
Every couple of months a new project pops up tasking itself with recreating DF in 3D, whether its a new game inspired by it or a direct interface to it. A couple of friends and I had a discussion over the weekend on just how we'd all personally envision DF looking like in 3D if it were to simply pop into existence. It turned out to be a pretty interesting discussion and so I'm going to ask it here to see what people come up with.
Feel free to post screenshots of existing games as direct inspiration. My two favorite looks come from two games in a similar genre -
ANNO 1404 - I love the detail, both zoomed in and out, of this game. Its even more amazing when you see it in action.
3D Dot Game Heroes - I just like this art style. Its simple and I think its a nice homage to DFs original graphical prowess (That is to say, none). I would however give the look a darker mood and tone. I'm also not sure how well it'd work if you were to zoom out.

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