Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - RantingRodent

Pages: 1 ... 12 13 [14] 15 16 ... 30
196
My first thought is that looks like the files under raw/graphics/ aren't there.

197
I have a question about using this tileset/graphics pack on a mac.  It seems like highlighted wall segments are currently being rendered in a flat black icon for me.  If I designate an existing wall to be mined out for example, those squares go flat black.  This makes it really hard to figure out what my miners are doing if anything is in progress.  Once they're done, things look fine though.  I assume I have some overlay/transparency setting incorrect.  Any advice?

I haven't heard about this happening before. There are no transparency settings in the game that I'm aware of. Is anyone else using a Mac that can help out here?

I think it's a Toady-version of dwarves :). He commented the dwarves out. But you will be able to put the beards on females, and you will be able to open a MSPaint and draw the beards over females. Hell, you could use the same sprites for both genders :).

Yeah, my sprites will always err on the side of canonical. If Toady says no beards, then no beards. If they did have beards, I wouldn't feel the need to do female sprites at all.

198
DF Modding / Re: Tileset question (Autodesk)
« on: January 10, 2010, 12:20:08 pm »
Remember that for bmp tilesets and creature graphics, you have to use magenta for transparent areas. For designations and such, the game inverts the alpha channel. You have to have some transparent areas to see designations.

199
Well no, that would break transparency, would it not? Since the bmp versions use magenta for transparency and the png versions use actual transparency.

200
I can convert to png pretty easily, but for the time being  I can't really see any benefits to it for my set that make it worth maintaining both png and bmp. I don't want to force people to use d16 in order to use my graphics pack, so I'm keeping it as bmp until the next release makes png the standard.

201
Other Games / Re: WTF happened to my Flash Games!?
« on: January 09, 2010, 10:19:31 pm »
WTF happened to your brain?!

Flash 7 is ancient.
It's not even made by Macromedia anymore!

Hell, Macromedia doesn't even exist any more.

202
Other Games / Re: The Roguelike Development Megathread
« on: January 09, 2010, 10:18:03 pm »
I've got a correction for the OP. Flash development can be done for free quite easily using the free command-line compiler:

http://opensource.adobe.com/wiki/display/flexsdk/download?build=3.5.0.12683&pkgtype=1

Adobe insists on writing and naming everything as if it depends on the Flex UI component framework, but it doesn't. This can be used to compiler a swf directly from a "main" Actionscript class.

203
Other Games / Re: Roguelike starting development - IllFate
« on: January 09, 2010, 07:24:45 am »
Thanks.

I had the same concern, that you can't tell that you actually bounced off of the wall. If I were to implement the render-every-step method, it would apply there as well, so you would actually see that you bounced. I expect the system to be a lot more important once things are thrown around or struck.

204
If you use the accent removal part of the mod (or the prepackaged one) you won't see  any symbols in names any more.

I agree that the colours can be a bit overwhelming under certain circumstances. It partly depends on your embark site. If you use a more natural colour scheme it can go a long way to fixing this problem as well. The natural schemes tend to use more washed out tones.

205
Other Games / Re: Roguelike starting development - IllFate
« on: January 09, 2010, 02:57:51 am »
I just made another update where you need to pick up a key to be able to open the exit door. Not too much to it, but I figure I will echo each update here until the game is further along.

Any opinions on the running? Should the game actually render your character at each position in the run rather than just moving you instantly to the end?

206
DF Modding / Re: Urist McModder [New Utility]
« on: December 31, 2009, 06:04:28 am »
I've been busy with other things for a while, so I haven't touched it. I would like to make a concerted effort to expand on it once the next version is released.

207
Other Games / Re: Why do some games age well?
« on: December 29, 2009, 07:52:31 pm »
Being well remembered and ageing well are not the same thing. Games which are unplayable by today's standards are still well regarded for  their significance.

208
Other Games / Re: Roguelike starting development - IllFate
« on: December 29, 2009, 12:54:12 pm »
I made a post about my approach to saving and loading. If you have any feedback on it, please post it as comments on the blog instead of here. The activity on the blog will help keep me going and allow some discussion with people outside of the bay12 community. It may also save me having to cross-post my responses.

209
Man, I have a terrible idea, let's tell everybody! And thus the internet was born :)

Fixed.

210
Other Games / Re: Why do some games age well?
« on: December 29, 2009, 02:48:41 am »
I think it has a lot to do with how well the game achieves what it aims for. Frogger implements its gameplay well. You can't really expand on it much without making it something else entirely. X-Com implements its gameplay to an extremely high level of quality. No attempt to clone or follow it up has achieved the same quality in gameplay, even if graphics of usability is improved. So the game lives on. This can't be said of aging FPS; they have been soundly outdone on all fronts by newer games.

Pages: 1 ... 12 13 [14] 15 16 ... 30