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Topics - Random832

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1
Other Games / Mitadake High
« on: May 20, 2009, 10:59:45 am »
I just discovered this game - does anyone else here play it?

2
And so you were taken from this place to another place, where you had absolutely no damn idea what it is you're supposed to be doing.  It's OK, you'll be all right.  Just don't pick up the phone booth, or else you'll die.

PICK UP THE PHONE BOOTH AND DIE
a NyQuil nightmare by R. Noyes
Release 619 / Serial Number 960409 / Inform v1502 Library 5/12

The Town Square
You are standing in the middle of a pretty town square in the center of a nondescript New England town.  Like most any other nondescript New England towns, there's not much to see or do here, but maybe you'll find something amusing and enjoyable to do.

A shiny metal phone booth sits in the center of the square.

> pick up phone booth

You grunt with all your might and heave the phone booth onto your shoulders.  For a moment or two it looks as if you're not going to be able to lift it, but heroically you finally lift it high in the air!  Seconds later, however, you topple underneath the weight, and the booth crushes you fatally.  Geez!  Didn't I tell you not to pick up the phone booth?!  Isn't the name of this very game "Pick Up The Phone Booth and Die"?!  Man, you're dense. No big loss to humanity, I tell ya.



        *** You have died ***


Next time: I try to do something else.

3
General Discussion / Beard Heads
« on: April 29, 2009, 05:11:03 pm »
(via Wondermark, which I found via XKCD forums)

http://www.beardhead.com/

Seemed dwarfy so I thought I'd link it here.

also, how dwarfs can carry their children while still having both hands free.

4
DF General Discussion / Project: Textures
« on: April 24, 2009, 11:45:50 am »
Exactly what it says on the tin - a project for anyone to participate in to create a repository of textures for use in 3D viewers to represent stone walls etc. Seems simple enough - get a good photo of the surface of the stone, make it tileable.

5
DF Suggestions / Armor and attacks
« on: April 23, 2009, 12:43:08 pm »
i.e. if you are wearing boots, a kick will hurt your opponent more than if you have bare feet - and wearing gauntlets might even allow you to make attacks with a sword that you could not make without them - http://en.wikipedia.org/wiki/Half-sword

6
DF General Discussion / Allow raw changes without breaking everything
« on: February 13, 2009, 01:26:11 pm »
I assume the reason raw changes break saves is that the saves refer to creatures, reactions, etc by an index into an array of creature (etc) data structures, rather than by a token name. I propose the following solution: Store with the save a list of tokens for each type of raw-thingy. When the save is loaded, walk through its data structures and fix up the values to refer to the index in the current loaded data. Refuse to load the save if a token is not found.

7
DF General Discussion / On tilesets and graphics
« on: February 09, 2009, 01:12:08 pm »
To those of you who create graphics sets and tilesets - what tasks do you find the most tedious / would appreciate an external tool (i.e. other than a graphic editor) to help with?

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DF General Discussion / Tileset tools
« on: January 30, 2009, 03:03:10 pm »
I had an idea for a program that could generate a tileset of any size from any font (including non-fixed-width - it would be trivial to center the characters in the box), with or without antialiasing. Would anyone find such a thing useful?

(I'll probably end up writing at least part of the functionality anyway, there are some things I want to do with antialiasing on tilesets i plan on posting)

9
DF Modding / Cyrillic mod
« on: January 09, 2009, 11:53:10 am »
Someone in another thread mentioned an attempt to name dwarves in Cyrillic. Now, that's obviously not possible in CP437, but it got me wondering if Cyrillic letters couldn't be shoehorned into a usable tileset.

Now, since all interface text is in English, it has to be usable for that, though similar looking characters can of course be mapped together, and h could be changed to н (even w to ш - it looks noticeably wrong, but w is uncommon enough).

З and б can be mapped to similar-looking digits.

The set of Russian letters that don't look like an English letter: БГДЖИЙЛПФХЦЧЩЪЫЭЮЯгджзийлфцчщъыь

ГПФ are present in the Greek letters in CP437, along with an epsilon that can plausibly look like Э or Ukrainian Є (used in the bowyer's workshop), leaving, for Russian alone: БДЖИЙЛХЦЧЩЪЫЭЮЯгджзийлфцчщъыь - 29 letters (including Э for now)

Not used in DF (other than language use): 36 characters -
üéâäàåêëèïìÄÉôöùÖÜáíúñÑ₧ª½¼¬╧▀⌡◙♪↕↔ and 255 (blank space)

There's therefore room to spare to get rid of the more awkward ASCII mappings: кптшШУЬ - or to support Ёё, Ukrainian ҐґЇїє (Іі of course mapped to their Latin lookalikes) and Belarusian: Ўў

Leaving these mapped to their ascii lookalikes: ЗбАВСЕНКМОРТХасеморху

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DF General Discussion / Hard-coded material/item behavior
« on: December 17, 2008, 08:39:50 pm »
The following tokens appear in the EXE:

COPPER, SILVER, ELECTRUM, GOLD: only metals that can make useful coins
PLATINUM: Are platinum coins possible?
DIAMOND, EMERALD, RUBY, SAPPHIRE - some sort of hardcoded rarity?
DRAGON - ???
ITEM_WEAPON_SWORD_2H, ITEM_ARMOR_PLATEMAIL, ITEM_ARMOR_CLOAK - ???
CAVE WHEAT - ???

11
DF Dwarf Mode Discussion / What is RemvCre?
« on: December 16, 2008, 11:30:08 pm »
What does it stand for? What does it do? (It seems to remove job assignments; but since people seem to prefer draft/undraft instead does it not do so reliably?)

12
DF Suggestions / Bins have wheels
« on: December 13, 2008, 07:21:29 pm »
Have it so that hauling bins does not have nearly as much speed penalty for weight as other items, but you can't carry them down stairs - ramps are required.

13
DF Suggestions / Recycle glass
« on: December 11, 2008, 09:19:11 am »
Glass objects should be able to be melted down and made into new glass objects.

14
DF Suggestions / Casting (i.e. "forge" without an anvil)
« on: December 08, 2008, 03:34:39 pm »
A hammer and anvil isn't the only way to work metal. Without an anvil, your dwarves could still cast items, which might not be as strong or as good quality. But it'd be one way to make an [inferior] anvil so you're not totally lost until a high-quality anvil is shipped in from the mountainhomes.

15
DF Suggestions / Improved melting; finer-grained metal usage.
« on: December 08, 2008, 03:31:09 pm »
First of all - I made a suggestion (as a standalone a while back, thinking I'd get this written up sooner) that bars should be a smaller amount of metal - i.e. smelt ore for a certain number of bars rather than one bar; richer ore gives more bars. (maybe/instead you could include fractional tracking)

Also - instead of designating an object for melting, it should be able to be marked as scrap metal. It will be stored in a scrap metal stockpile rather than an armor/weapons/trinkets stockpile, and treated for some purposes like a certain number of bars (the same number that went into making it). It would remain the same item (and recoverable, just like you can reclaim a dumped item) until it was used - if partially used, it would break down into a stack of generic (by "generic" i mean "no quality modifiers, etc" - particularly important if we want to enable fractional tracking - could just have a bin with [42.31] iron scrap) "scrap" - which is kind of like a bar, except it can't be built as floor/wall bars, it's only usable for melting down / casting (see other suggestion thread) / making alloy.

(Also, a "reforge" option to repair worn metal items; this could perhaps be done directly at the forge without melting the item down and making a new one)

Second part - a different amount of material should be required for armor of different metals; since a stronger metal means that armor of the same effectiveness could be made of thinner plate/wire. This would depend on material strength. Or maybe you could choose how effective your armor would be - so either have similar weight steel armor to lesser metal for greater strength, or have a lower weight for equal strength. (maybe even have a sliding scale that allows more choice than just "max strength" and "minimum weight")

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