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Topics - Mr Frog

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Creative Projects / Small shoot-em-up prototype I made
« on: May 16, 2017, 05:24:15 pm »
Link to download page: https://mr-frog.itch.io/star-wrecker-pre-demo-demo

Gameplay video if you don't want to play it yourself: https://www.youtube.com/watch?v=NSv0tRAMbNs&feature=youtu.be

Just a small Touhou-style shoot-em-up game I made. Details in the links.


I'm tired.

2
...Is it normal for the demons to seemingly have trouble pathing into the fort? I've tried a couple times on the same spire with slightly different setups, and the result was the same: the demons headed up the tube as normal, hit the staircase leading up into my fort, and then the game went haywire -- FPS drops to 1 frame every 8 seconds or so as the demons at the bottom of the spire stop attempting to enter the fortress and just sort of wander around Hell. The first time I tried this, I let the game run as normal for a few hours and while a bunch of demons managed to get in, there was consistently a small cluster that would sit at the top of the spire and refuse to move, as though they couldn't all squeeze through the 1x1 staircase above them. The demons still in hell continued to roam around randomly and made no attempt to head up into my fort, instead dispersing further and further away from the spire I pierced. I had less then 1FPS throughout all of this. Is this normal/expected?

3
If all else fails, we will have managed to completely-pooch this site to the point where a reclaim isn't even feasible, which is an accomplishment I guess. Also, Aldraglienon is dead.
HOLY SHIT THERE ARE SEVEN FORGOTTEN BEASTS ON THIS ONE TILE

IN ALL MY YEARS OF SAVING SUCCESSION FORTS I HAVE NEVER SEEN ANYTHING THIS BOGGLING

WHAT EVEN IS THIS FORTRESS
I wonder... Is that really what winning at Dwarf Fortress feels like?

NOTE -- Please read the NEW, CONDENSED rules thoroughly before requesting a turn! (ノ◕ヮ◕)ノ*:・゚✧



Welcome to Clobbermountains! Please enjoy your stay!
A fortress founded in the heart of enemy territory -- a steaming jungle choked by a cursed crimson haze. Will our dwarve's labor and the volcano's fire lead us to wealth and prosperity, or will we be taken by madness and wither away? (Who am I kidding; it'll be the latter.)



This is a succession game for 34.11, as from what I've heard the current generation of DF has a terrible problem with sieges not working right, which... isn't much fun. I'm hoping to get a good story going with lots of community involvement, so any contributions are welcome even if you don't sign up for a turn!

This fortress uses generally-vanilla DF, with three additions: a Holistic Spawn mod similar to what was used in Spearbreakers, an edited thrall-ifying interaction made to not be quite as OP as vanilla thralls (the affected are much stronger than normal dwarves but can be killed through normal means, unlike normal thralls), and a special hostile race -- banshees -- added to punish turtling.


Please note that, despite the inclusion of the Holistic Spawn, this fort has no intended connection to Spearbreakers and a tenuous-at-best connection to the Headshoots trilogy. Spearbreakers is Splint's (hideous, deformed, ill-tempered) baby and I don't want to infringe on that. For the sake of explaining the Spawn's presence storywise, the fort uses a loose version of the events described in Headshoots in which a warrior named Holistic was corrupted and mutilated into an armless demon whose spawn rapidly overran the world.

Anyways, here are the rules:

TO OVERSEERS:

Please accept or decline your turn promptly. I will PM you when your turn comes up. If you do not respond within 48 hours you will be skipped.

Please stay in touch after beginning your turn. If I don't hear from you for more than 72 hours at a stretch I will first send you a PM, then skip you if there's no response after 24 hours. Also, please for the love of Christ do not make me pester you constantly.

Please provide at least one in-story update every 7 days. If you need extensions on this, feel free to ask, but don't push your luck.

No massive weapon-trap hallways or weaponised atomsmashers. All other contrivances are acceptable.

No danger rooms, Spikes of Enlightenment, or similar training exploits.

Please only use DFHack to fix bugs or improve game performance. Cleaning the map, unsticking migrant traders, or pacifying soldiers is acceptable. Reveal, fastdwarf, etc. is not.

Please use only ASCII tilesets. No graphics packs. A lot of people don't know how to properly uninstall graphics packs. If you use one and our display tiles get fucked up I will eat you.

Please give in-character writeups, preferably with lots of screenshots and hopefully with effort put into the writing.

If you must cancel your turn prematurely, please upload your current save.

Spoiler: old, scary rules (click to show/hide)


TO EVERYONE ELSE:

Please contribute! I don't care how shitty you think it is, any illustrations or story bits are welcome! Just please follow these guidelines:
> No crazy OCs. No cyborgs, no planeshifting gnome scientists (...ahem), no supernaturally-empowered avatars of extradimensional beings. You don't have to make your dorf completely-average, but please don't have anything that can't already conceivably-exist in the current setting, at least not without running it by me first.
> No massive long-running story arcs unless you've done that kind of thing successfully before. I've seen things, bro. Terribly, terribly disappointing things.
> Finally, for the sake of my sanity, please try to make sure everything's copyedited and the grammar and spelling are all nice. It's not a big deal if you don't. Just think of it as a favour to me.

Please try to keep discussion on-topic! I'll keep a running list of links to fortress updates for people who just want those, but for the sake of my sanity I won't link to every cool thing everyone posts, so if we could keep digressions to a minimum for the sake of people who want to read the whole thread it'd be great.

4
Creative Projects / FrogPaint, a drawing program for Windows
« on: March 15, 2013, 05:56:37 pm »
Mediafire Download Link

This is a Windows program for creating and editing images, intended primarily for lineart, cel shading, and other simple graphics. Features include layer-based editing, antialiased lines, automatic stroke smoothing, and a variety of methods to control the shape of drawn lines; the dimensions of the brush can be controlled, as well as how much it tapers towards each end, and key commands can be entered while drawing a line to change its properties. Additional details are included in the .zip.

It's a bit bare-bones as of yet. I'm really only putting it here because someone expressed interest in it.

5
This is intended as a general repository for any mods I make that I deem worthy of shitting up other peoples' raw/ folders. Feel free to report malfunctions, balancing issues, and other disappointments.

Mods for Version 34x:

Spawn of Holistic: The Detective's children rise again! (Now with Greater Spawn!)

Maej: A new species playable in Fortress Mode. Most notable feature is the restriction of labours and positions by caste. Still needs balancing.

Banshees: A new hostile race for Fortress Mode. Can harm dwarves through walls, making turtling a very bad idea. Untested, so expect weirdness.


Mods for Version 40x:

Trash Golems: A new semimegabeast for Fortress Mode. Spews poison everywhere.

6
DF Adventure Mode Discussion / Tsk. Kids these days!
« on: March 15, 2012, 01:45:09 am »

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I tend not to check my stocks too often, so I usually don't notice that I'm running out of food/booze until I see the little blinking arrows indicating hunger/thirst.

Would it be possible to make it so that (a) specific character(s) appears on the border around the display when the supply of booze or edible objects falls below a certain, preferably-user-defined amount (sort of like it already does when there are unread combat reports)? I'm thinking a blue '!' for no drinks and a brown '!' for no food. There's probably other things this could be done for, but those are what came to my mind that seemed somewhat simple to track.

My search-fu is weak, so if there's already been a bazillion suggestions to this general tune then I'm sorry.

EDIT: Fixed the title.

8
DF Dwarf Mode Discussion / Narrow Hallways Vs. Expansive Corridors: A Poll
« on: December 04, 2011, 03:37:33 pm »
After spending a bit of time looking at screenshots of players' fortresses, I've noticed that fortresses tend to fall into one of two general styles:
  • Generally closed, with narrow hallways and small, conservative rooms for each workshop/category of workshop.
  • Generally open, with wide corridors and massive work areas with many workshops; there may or may not be internal walls to separate rooms.
Of course, an important thing about people is that they are not supercomputers and, thus, not every result of their activities is 100% intentional and desired; I know that I'm not always completely happy with how my fortress's layout is turning out. Perhaps your fortress has wide spaces because you find it simpler to just designate a big square; maybe you aren't happy with this later. Perhaps your fortresses start out compact, but you frequently end up expanding rooms because they're too small to accommodate your personal vision.

So now, citizens of the Bay 12 Forums, my question to you is this:

Which end of the scale does your fortress tend to lean toward as you're building it, and how does this compare with your 'ideal' fortress? Are your fortresses often too cramped? Too sprawled-out? Just right? Impossible to describe in terms of Earthly geometric relations (I know there are a few like that)?

I find that I usually lean towards narrow and compact; I occasionally have to expand a stockpile or two, but for the most part I'm happy with it and don't feel the need to change it.

NOTE: This doesn't count fortress structures that are narrow/wide by necessity, such as trap hallways or tree farms. Of course, if you avoid building those *because* they're too narrow or wide, it's pretty clear from that which end of the scale you lean towards.

EDIT: Changed option 5 to include forts that are somewhere in the middle. False dichotomies, begone!

EDIT II: Added new, super-sexy 6th option! Also, friggin' typos.

9
My outpost liason, after finalizing the imports/exports for next autumn's caravan, proceeded to leave the map as normal. Problem is, he chose to leave through the underground caverns 50 miles below the surface. Hey, a map edge is a map edge, right?
I guess he wanted to take the scenic route.

10
Not that I'm complaining :)
My armorsmith seems to only require a single wafer of hidden fun metal to create a metal shield, for example, even though it's supposed to use 4 wafers. I've had the same results with my other clownite items, as well - only 1 each is required. I seem to recall other metals having the same bug, but the adamantine was really noticable.

11
One of my military dwarves was bugged. He kept going to "Pick up equipment", so I checked on him and found him constantly walking up to a pile of junk which didn't seem to contain anything he needed. He would then presumably find the nothing he was going to equip, because he would have the "No Job" designation and walk away from the junk, even though no items were picked up and the amount of +nothing+ in his inventory seemed to remain the same. Seconds later, he would apparently decide he didn't have enough nothing and double back to "Pick up equipment". And so on ad infinitum. He seems to think whatever it is he's trying to equip is there, but it's just a bunch of worn-out clothes, and he never actually picks anything up ???
I finally let him off military duty so he could spend quality time with the voices in his head.

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DF Bug Reports / [0.31.01]Stupid Cheesemaker
« on: April 04, 2010, 06:31:02 pm »
My fortress was running out of food (Stupid farmers! Whaddaya mean you can't grow plants out of bare stone!? Fifty hammerstrikes!), so I rather hastily built a cheesemaking operation with workshops set to alternate between milking an animal and making cheese, in order to keep my food stores relatively stable until the caravan arrived while I expanded my fields.
It's progressing smoothly, but I keep getting the following announcement right after my dwarf finishes milking an animal and begins processing the milk into cheesy goodness:
Urist McCheese cancels Make Cheese: Handling dangerous creature
He quickly notices that this imaginary critter is nowhere in sight, and gets back to making cheese. As far as I can tell, the "dangerous creature" they are referring to is the donkey they just finished milking, but why they would think they're still handling it after they're done milking it as well as why they would consider a tame animal to be dangerous completely eludes me...
Scared the crap out of me the first time it happened, I thought they had tried to milk something stupid like a giant bat. I was sorely disappointed :(

13
...Th-those don't go there! :'(
Poor guy's medical bills must be astronomical  :o

So, uh, yeah, the topic title pretty much sums it up. My surgeons have expensive tastes.
I don't think this is a bug as much as it is a programming loophole, but I think you should at least be able to tell them not to ::) though I must admit, surgery doesn't get much more Dwarven then this.
...
Come to think of it, I really don't think it's very safe. Even assuming adamantine is nontoxic, the slightest tug would probably make the sutures slice through the wound like plasticine. Hmm.

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