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Topics - Draco18s

Pages: [1] 2 3 ... 7
1
Other Games / Hack n' Slash (DoubleFine)
« on: September 21, 2014, 06:27:59 pm »
Hopefully people have heard of Hack n' Slash.

I'm interested in knowing if it is something I should get or something I should avoid.  DoubleFine clearly decided to give up on SpaceBase DF9, but I'm finding significantly little in the review department for Hack n' Slash from post 1.0.

Anyone know anything?

2
First off, I'm not a server guy in the slightest. As far as I've ever been concerned before, email runs on a combination of magic and fairy dust.

All I want to do is set up a box that I have next to me with a bugtracker software, throw it in the basement and go "yay" and then bash my face into the brickwall that is "getting people to use it."

Problem: bugtracker can't send email.

Nothing I've tried has generated an error that I can even go "hey, I got this error, what do I do?" at Google, there are no logs generated, no server warnings, nothing. Just a complete lack of emails being sent out (the most I have is Mantis telling me that there was a problem and to check the settings).

I know literally nothing about what I'm doing, half the options I'm given involve things that I know nothing about, and documentation is scattered, incomplete, or written for someone who actually knows WTF they're doing. In trying to research the problem I've been directed at at least three different tools, without any advice as to how to use them, and when it doesn't work I'm back to where I started: knowing jack and all about the problem.

All I want is a localhost email server that sends outgoing email to Verizon's smtp relay server (or Google's, I'm not picky) to a desired address so that when something on the bugtracker changes, it can notify everyone watching it. We do have our own company domain and email server, but installing the bugtracker there has had its own set of problems that are unresolvable,* and I can't use it as the outgoing mail server due to the dynamic IP address we're on in the office (we have to use Verizon's relay server to send email from our own domain anyway).

*1) it doesn't run PHP and 2) any bugtracker that uses ASPX won't work because of other settings in our server that we can't change without breaking two hosted sites we run for our clients. Basically, the server is held together with spit and bubblegum so when I was offered this unused machine I thought I'd have an easier time.

3
Creative Projects / My Minecraft Mods
« on: December 23, 2013, 12:09:45 pm »
Having more or less abandoned a procedurally generated RTS (I want to finish it, but I've learned things and would like to rebuild a large portion of the code from scratch) I got into Java and making Minecraft mods.  Haven't been playing Minecraft a whole lot, been having more fun making new stuff.

Thought I'd share, as they are pretty neat.  There are plenty of images for each mod in that mod's thread (behind the links).

Most recently we have procedurally generated artifacts, boasting an uncountable number of millions of variations utilizing a single item ID.  This project is what gave me some of the tools to redo ProcGenRTS.  Better organization of the code, interface inheritance, abstract classes, entity components, all kinds of stuff.  Definitely my most popular mod, I saw over 600 downloads three days before Thanksgiving, much to my astonishment.

Link Destination Renders, for Mystcraft, which adds link panel destination images, making the base mod feel so much more alive, like its source material (Myst, obviously).  XCompWiz, Mystcraft's creator, wasn't even sure that it was possible at this stage of Mystcraft to actually pull this off.  There are still flaws with the implementation, but for what I had to work with, it's pretty good.

Along with that, More Decays, adding over a dozen more instability effects to unstable Mystcraft ages (and one of the first mods I built).  Not updated to the most recent version of Mystcraft, but I did discover that it almost works without issue.  You just need to disable the Positive Energy symbol and instability (in the Mystcraft configs) as the mobs generated by that effect aren't properly working (issue with Minecraft's change from using an integer for HP and a float).  At least, that's the only issue I've run into (note: left active, it can cause an unrecoverable crash, unless you know how to force yourself back to the overworld with save file editing).

Going back a little farther, More Maps gave me the tools that allowed me to pull off the dynamic images present in Link Destination Renders.  More "technically interesting" than "useful" but it was a fun mod to build and some people seem to really like it.

Phase Stone!  A mod originally designed along some specifications from a friend of mine, this mod adds blocks that can be powered or right-click-activated to turn non-solid and allow the player to walk through them.

As part of a "I'll build you a small mod for free" thread I did for a while, and the only thing I did that I actually liked, we have Rail Bridges, a rail block that supports itself.  It can do slopes, though connecting up with regular rail on a slop is slightly buggy due to the two rail type's block-below requirements.

If you've wanted to transfer redstone power vertically, but never wanted Red Power (or similar), I have Redstone Fence, which will transfer a signal upwards with ease.  I really ought to revisit this one and improve the code.  It was my first foray into redstone signaling and didn't fully understand how redstone worked, so there's a fair number of hacks.  The block could use a new renderer too, as the fence block's texture mapping doesn't work so well.

Another one for a friend, Extendable ladders.  These ladders can be placed and picked back up from a single spot, extending all the way as far as you need them to go without having to place and break as you go.  Very useful for those that like to go spelunking or mountain climbing.

4
Other Games / Obduction: a new game from Cyan
« on: October 26, 2013, 10:10:19 pm »
This game hasn't hit B12 yet, and I figured I'd change that.  Cyan hasn't produced a new title in a long time, apparently they've been pitching this one to a number of publishers and never came to an agreement because they're always thinking of something else than what Cyan wants to do.  Apparently it's going to using Unreal Engine 4.  It already has 11k backers, current pledges sit at $611,641 of $1.1m (55%) and still has 20 days to go.

I like that the pledge level for receiving the box (which is exclusive to the Kickstarter campaign) is significantly lower than some other Kickstarters being only $75 (I had to pay $100+ for some others, IIRC).  A digital copy of the game is only $25, which is about the middle of the pack.

http://kck.st/16d8IRE

Quote
Obduction is an all-new, real-time, first-person adventure that harkens back to the spirit of Cyan’s earlier games Myst and Riven. Obduction resurrects that incredible feeling of suddenly finding yourself in the middle of a new world to explore, discover, solve, and become part of.






5
Shackleton Crater on Kickstarter

These guys are trying to build a as-real-as-possible and still-be-fun moon colonization game.

The most recent update was a request on ideas on how to build large-scale structures on the moon without having to import lots of heavy materials at huge expense from Earth.  So far the idea is to use a solar oven and 3D printing technologies to sinter the moon's regolith powder into a basic construction material.  Making it air tight and insulation, however, are two problems that are still in the air.  The latter is mostly a matter of wall thickness.  Then there's how you provide other materials for other things, like glass, computer chips, and so on.

6
Other Games / Net Gain: A New Kickstarter Game
« on: March 06, 2013, 08:19:23 am »
Net Gain is a dystopian future game where you play a megacorporation vying for economic control through any means necessary, up to an including sabotaging their research and stealing their data. You’re in charge of investigating targets, planning missions, assembling teams, and leading the operation to success.

From the KS page, describing the game play:

You string together "Plots", small moments during a mission with unique challenges that your operatives must overcome to progress. The kinds of plots you use to reach your target can vary depending on what your target is and what exactly you intend to do! If you wish to "steal" a Personnel asset, you could choose plots that lead your team to befriend them, convincing them to flee and join your side. You might use plots to uncover dirt, blackmailing them into working for you. Or, you might just simply bribe them (simple, that is, after you sneak your operatives through layers of corporate security to get the offer to your target)!

The art isn't stellar, but it is functional (where have I heard that before?)

7
Creative Projects / Color coding statis
« on: August 15, 2012, 02:10:58 pm »
Just looking for a little input to help figure out which colors will match with what so I can more easily design an interface for a game I'm making for work.

http://www.surveymonkey.com/s/WXBGN6J

8
Other Games / Shadowrun Online: Kickstarter Final Push
« on: August 13, 2012, 01:27:55 pm »
I really should have started this thread, oh a week or two back, but wasn't thinking about it.

Anyway, Cliffhanger Productions is trying to put together an online Shadowrun MMO, using the Unity3D engine.  This project isn't related to Shadowrun Returns, but the two companies are working fairly closely.  SRR is set in 2050 and will be a single-player story driven game.  SRO is a MMO game, set in 2070, with more emphasis on tactical co-op and optional PvP.

You'll be able to play as an orc, troll, human, elf, or dwarf and pick from a small, but well defined list of classes: street samurai, mage, shamen, or hacker.  Shadowrun has been a typically "classless" system, where even a mage can wear heavy armor and pick up a slug-thrower, or get cybernetic augmentations, the MMO treats the various archetypes as classes that will get different "HUD Overlays" that give the player access to extra information about the world and the enemies they face.

For example a street samurai, specializing in guns, blades, and street fighting, can size up opponents, terrain, and so on, calculating the cover or armor value, and getting an edge on how to approach an enemy such that the most bullets hit the target (or how to keep them from hitting you).
Spoiler: large image (click to show/hide)

Magic users will see into the Astral Plane, able to spot unmaterialized spirits, determine the type of magical entity (including if a person is a mage or not), general health, and potentially, how much cyberware has been implanted.  As well as spot things like magical wards and traps.
Spoiler: large image (click to show/hide)

Meanwhile the hacker will see into the Matrix: the technological plane, of sorts.  He'll be able to hack doors, control robots, and even spot hidden security nodes (like that cybernetically enhanced rat in the sewers, there).
Spoiler: large image (click to show/hide)

It's not clear at this time the exact difference between the mage and shamen, other than mages will excel at spell casting whereas shamens will excel at summoning allied spirits.  Presumably both will share the same HUD overlay, and will dabble slightly in the other's specialization (mages getting some summoning and shamens some spellcasting).  The difference between them in the original source is more defined by their tradition (mages being the book-wizard and shamens being the nature-druid) rather than abilities,

Different races are better at different things (orcs and trolls being the beefy combat types, elves and dwarves making good magic users, dwarves and orcs making good hackers, and humans filling the jack-of-all-trades role), although any race can be any class and excel.  Afterall, in a world where "geek the mage first" is a well known rule to live by, the extra toughness of a troll might come in handy for a spell-slinger.

The game will have a stand-alone client, but due to the flexible nature of the Unity3D engine, it will also be available in the browser and on the iPad.  You can also get the game as Free-2-Play (i.e. Freemium) or the Campaign Server (i.e. the Guild Wars model: pay once, free subscription).

Go here, back the project today!  Because tomorrow, it won't be there.

Time's almost up, so if the phrase "cybernetically enhanced troll firing an anti-vehicular weapon at a dragon" sounds cool to you, then you'll want to pony up a few bucks and get in on the action.

9
Forum Games and Roleplaying / Amnesia: A Text Adventure
« on: July 26, 2012, 04:55:04 pm »
ALERT: THIS IS NOT BASED ON AMNESIA: DARK DESCENT.  I apologize if the title mislead you.  I spent a long time trying to come up with a title, and I realized that what I had could cause that connection, but it was the only decent title I was able to think of.
ALERT: THIS STORY CONTAINS FURIES.  Don't like furies?  Then leave without posting or this thread will haunt your "new replies to your posts" inbox forever.  Also, it's insulting.

Spoiler: "Game Info" (click to show/hide)

You awaken and rub your head.  It would appear that you spent last night drinking, and drinking heavily.  Why on earth you'd do that, with your low alcohol tolerance, you have no idea.  Nor do you remember why.

In fact, you can't remember much of anything at all prior to about 15 seconds ago: waking up and feeling like crap.

You take stock of your fine feathered self and appear to be in perfect health (excepting the headache and amnesia).  Four legs, two wings, lots of black and white feathers.  Your front claws can function as hands and you can walk on your hind legs only if needed (but you are much more comfortable on all four, or flying).

Looking around, you are in a large, circular chamber of smooth stone, laying on a low bed (not a particularly comfortable one either); a few more beds (empty) are nearby, forming a circle around the center.  In the center is a softly glowing crystal about a foot long, which illuminates the room.  There is an exit to the west.

You make a mental tally of things you need to do:
Quote from: To do list
-What is your name?
-[Enter Command]

10
Other Games / In Their Native Art Style
« on: July 17, 2012, 06:53:59 pm »
I know some here like forum games akin to MS Paint Adventures (cough, Pixel Tribe) and thought I'd share one that an old friend of mine ran for about two years.
It's incomplete and has been inactive for 5 months, but I only stumbled into it today while looking for some contact information for him and spent almost six hours reading the thread.  I had just finished when my friend replied on IM and we talked.  He indicated a desire to pick the story up again, but acknowledges that it takes a lot of effort to think in the right style (you'll understand by the end of the fourth part or so) and do the artwork (one later one was indicated to take several hours to render).

With that, here it is: In Their Native Art Style.

Enjoy :)

11
Other Games / Drawception: a game of Miscommunication
« on: March 30, 2012, 03:59:56 pm »
Anyone seen Drawception yet?

Absolutely hilarious game based on the idea of the game Telephone, where each player takes the previous player's submission and either attempts to describe or draw it.

A game starts with a short phrase, submitted by one player.
Another player then draws the phrase.
Another player then describes the drawing.
This repeats until 12 unique players have submitted.

Then the results are revealed.

Here's an example



Game is so popular it had crippling server issues on Day 2 and had to move to a bigger and better server (and it's still having the occasional hiccup).  You can only have three games created at any given time, but you can participate in an unlimited number, otherwise.

Currently no "game completed" emails are going out (likely due to the server migration) but you can see recently completed games you're in in your profile.

12
Creative Projects / Velociraptor! Cannibalism!
« on: January 29, 2012, 12:45:32 pm »
Velociraptor! Cannibalism! is a card game of survival, mutation, and the occasional volcano.
Based on a crude understanding of natural selection, Velociraptor! Cannibalism! puts you in the role of a young, eager, and bright eyed heartless killer. As a velociraptor, you must find prey, survive environmental disaster, mutate, and steal the bodies of your enemies.


13
DF General Discussion / Mining 101: Learn To Play Dwarf Fortress
« on: July 26, 2011, 05:59:36 pm »
At least, that's the title of this RPS article:
Apparently someone is actually hosting a series of classes devoted to teaching people how to play.  Check it out!
Or not, I don't really care.

http://www.rockpapershotgun.com/2011/07/26/how-to-play-dwarf-fortress/

14
General Discussion / Bill S.978 will Criminalize Gameplay Videos
« on: July 01, 2011, 09:58:17 pm »
That's right.  Putting any video up on youtube that contains any amount of copyrighted material could land you in prison for up to 5 years.
No more Let's Play's.  No more E3! streams.  No more Abridged series.  And probably not even your home videos because you forgot to turn off the radio (playing your favorite music station) when your cat started doing something cute.

Go here:
http://www.opencongress.org/bill/112-s978
And express your displeasure.

Then go here:
https://writerep.house.gov/writerep/welcome.shtml
And give your congressperson an earful.

15
Creative Projects / Proceedurally Generated RTS
« on: January 07, 2011, 09:43:04 pm »
So as a result of some interesting posts in another thread I threw together this little doodad to see how viable and simple procedurally generated RTS units might be.

Turns out: not too hard at all.  Took about an hour (including clicking and writing down stats for comparison and tweaking of the formula).

Speed and range are in pixels, unit is not scaled appropriately, but range circles are the size expected for a battle field to be no larger than the flash application itself (which is currently default: 550x400) as to avoid scrolling.  100+ range should be pretty huge.  Reload time is in seconds.  So each shot is pre RoF seconds, each burst doing D damage with S shots per burst.  Damage taken would be (shot damage - target armor) with some minimum value.

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