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Messages - Lemunde

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541
My latest fortress only has cassiterite, sphalerite, galena, garnierite and a very tiny amount of tetrahedrite.  I was able to combine the tetrahedrite and cassiterite to make bronze for weapon traps.  The rest of the ores only give me nickel, zinc, lead and sometimes silver.  Most of my furniture, bins and barrels are all made from zinc and my crafts are all made from silver.  The front gates are made of lead.  It's interesting how a fortress's style can turn out when you have to make due.

Yeah, I was thinking "bronze" the moment he mentioned tin. I don't have any tin. I've never even seen cassiterite in an embark yet... :(

Cassiterite only shows up in granite.  For my latest fortress I made sure to get an area that had several layers of it.  Unfortunately I didn't get very much else.

542
DF Dwarf Mode Discussion / Re: Weird population problem.
« on: August 18, 2010, 11:57:12 pm »
Yeah, I've actually been getting elven liaisons which is weird.  Well, unexpected at least.  I'll check later but I'm guessing elves are ruling this world.

543
DF Dwarf Mode Discussion / Weird population problem.
« on: August 18, 2010, 11:35:27 pm »
So I've been complaining for months about how the population cap never worked and I would get 20+ more dwarves than I had the cap set at.  Now I seem to be having the opposite problem.  In my last two forts(the first I've tried with the newest version) I've had the population cap set to 30 and the migrants stop coming in at around 18.  A hundred golden scepters and a few pieces of adamantine armor and weaponry later and still no migrants.  So did Toady change the way migrants work now or did I generate a weird world where migrants are scarce.  Actually I haven't had any human or dwarven caravans either so that might have something to do with it.

544
Sorry for the lack of updates.  Real life kinda threw a wrench into things and progress will be slow for a while.  I did manage to get some equipping going on so it hasn't come to a complete halt yet.  The player can now wield swords, knives, potions, corpses, etc..  Of course just because you can wield something doesn't mean it will do any damage but it's still fun to see my human swinging a goblin corpse around.  I tweaked corpses so that they can do some damage so you'll be able to beat things to death with a corpse if that's how you roll.

What pathing forumula are you planning to use?

I'm using a version of A* that someone was kind enough to offer the source code for anyone to use.  There's actually a lot of free pathfinding routines out there but they don't always plug in very easily.  So far this one seems pretty reliable.

545
General Discussion / Re: Things that made you sad today thread.
« on: July 27, 2010, 12:23:45 am »
I installed Starcraft 2 today...and it won't let me play.   :'(  (Digital download, I can't even purchase it until 10AM)

546
Between the heat and people getting sick I haven't been able to get much done. Hopefully by Monday everything will be back in full swing and I'll be able to do regular updates again.

547
The base stuff for NPCs and dialog are now in. You can now ask NPCs questions and they'll give you a reply. It's very basic right now and I'll need to flesh it out more as more content and lore gets added. I got it to wrap properly so if you get a long winded NPC it won't look too weird.

I also spent some time tweaking the menus. The menu being close to the upper left corner didn't really feel right so I moved it over to the right of screen center. I also made the conversation and item selection windows scroll better so you can tell when you're at the top or bottom of the list.

Spoiler (click to show/hide)

548
I'm taking time out today to try to organize what features I need to complete for an initial release.  As stated earlier, the first release will be very basic, with only the bare essentials of content.  The list is as follows:

*At least one type of non-hostile NPC.
*A system for generating and displaying NPC dialog.
*Basic quest generating and handling.
*At least one skill increasing quest.
*World map with some varying features.  For an initial release the world map will be pretty small.  No point in making a large map when there really isn't much to do in it.
*Basic village generation.  There may only be two or three villages on the world map in the first release.
*Add furniture to buildings.
*Some pathfinding optimization.
*A couple more combat commands to liven things up and make sure command switching is working right.

That's all I can think of for now.  I may need to add more to this list later.  The hardest stuff will be with the quest and dialog systems.  Everything else should be pretty straight forward.

549
So you are making a game to make a game?

I could never use some pre-written code for something so interesting as path-finding.
That is probably one of the most fun things to program.

I did copy/paste a bunch of the library handling code though.

This last project I'm working on is the first program where making the actual finished game
 is more important to me than enjoying the programming aspects.

Yeah, I know what you mean.  But I spent way too much time pulling my hair out trying to get pathfinding to work in older projects.  I can work the concept out in my head just fine but actually trying to get that concept into code form...I'm getting a headache just thinking about it.

And yes, this is a game I actually want to finish.  Or at least get it in a releasable form.  I don't think it will ever be finished because there will always be something I'll want to add.  What I want to do is get the base stuff done first then gradually add more and more content and features.  Hmm...I still need to jot down what all the base stuff will be.

550
Elves made the chairs.  They like round things.  :P

Something that I'm sure some of you will be glad to hear.  I went back and added some proper pathfinding.  Of course being the lazy bastard that I am I couldn't be arsed to code all that myself so I just downloaded some code from the internets and plugged it in, which probably saved me a week's worth of headache.  It still took me several hours to figure out how to work it into my program but it's functioning flawlessly now.

Now the goblins are a lot more relentless, chasing me no matter where I run to.  I'll need to go back later and re-implement a hide and seek mechanic.

551
Creative Projects / Re: Retro does music
« on: July 16, 2010, 06:49:30 pm »
Sounds pretty good.  A lot better than I can do.  Whenever I try making music it always ends up sounding absurdly amateurish.

552
I got a few pieces of furniture drawn up.  It's really hard to get them to look recognizable from a purely top-down view.  I think I did an okay job though.  The only one I think might be a little confusing is the table but it shouldn't take long to get used to.  Here's the graphic file I'll be using in the game.  The stuff in color is just me testing out how they might look and aren't exactly how they will look in the game.

Spoiler (click to show/hide)

553
Creative Projects / Re: Pixel Longcat! Longcat enters space!
« on: July 15, 2010, 11:11:38 pm »
Mmkay



Crap I just double posted.. :( Sorry wasn't thinking.

You know I must have looked at that pic a dozen times and I just now realized what all that stuff is.

554
I've been spending the past couple of days playing around with building generation.  I think I got it to where it looks good and generates reliably.  The hub system seems to have been a good idea.  Surrounding rooms tend to blend in with each other rather than overwrite each other so that's good.

I'm going to take a break from the programming side and add some additional artwork.  Maybe add some furniture and containers.  It's stuff I'm going to need finished in order to work on other aspects of the program anyway.

I've also been considering writing up a laundry list of items I want to have finished for an initial release.  Don't expect very much.  Most of the game basics will be in place but there will be very little content.  You may only see goblins and farmers to start with and the variety of items will be very limited.  The idea will be to test out and demonstrate the features of the engine before I move on to adding more content.

555
Creative Projects / Re: Pixel Longcat! Longcat enters space!
« on: July 13, 2010, 04:46:32 pm »
Longcat in space?  This should be fun!


Is the background supposed to be black? If yes, can you do some nifty fade-in-fade-out effect there? If it isn't, could you remove it? Because I could remove all the connected black space, but that would remove Longcat's and the ship's border. I hope you still have another version of this image.
Black and white are definitely the worst background colors if there isn't supposed to be a background. Just use a color that's not used in the rest of the image. Like pink, purple or turquoise.

It's supposed to be black.  Check the OP.  Longcat is going into space now and there's a transition image already.

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