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 - Winterbrass

Pages: [1] 2 3 ... 9
1
DF General Discussion / Re: Steep Learning Curve
« on: March 10, 2010, 10:54:14 am »
Most people are used to "pick up and play" games that are intuitive and simple. Dorf Fortress is the opposite extreme. It's not hard to learn, it just takes patience and the wiki. Most games sacrifice depth for ease of use. Dwarf Fortress doesn't and that's why we love it. A lot of people simply don't want to put in the time to learn it because they don't understand what the game is capable of.

2
DF General Discussion / Re: Steep Learning Curve
« on: March 10, 2010, 08:39:47 am »
Once you understand K, Q, and V you can figure the whole game out.

Then you discover T and more is made clear.

By Armok's blood-soaked beard.. I've played this game on and off for over a year now and never found T.. thank you..  :-[

THIS!!! is why the Interface sucks the big one.

You! Now I know why I know you.

You need to stop suggesting things in Haven and Hearth.

Also, the interface is fine. It just requires reading and a little more documentation.

3
Other Games / Re: Popmundo
« on: January 08, 2010, 01:43:15 am »
Gah... this is kinda annoying...
How the heck do I get money?
The 'tutorial' tells me to jam, but to jam costs money. I have no money...
you'd think the tutorial would teach you to get money...
Each city has at least one Free Jam that's owned by the city - it's just that the game doesn't show you locations at lesser quality than Nice when you're viewing the city amenities. So, go to the City page, and then look for an option that says something along the lines of 'show all locations'.

You /should/ be able to locate a Free Jam in Jamming Locations after that.

4
Other Games / Re: Popmundo
« on: January 07, 2010, 04:35:09 pm »
@Winter

Whats the best way for them to earn XP? I know they'll be getting newbie points for a while (and ALL should go into intelligence until it is "perfect:) but after they stop getting those I only know about performing shows and taking pictures.
Hanging out in public places is a good idea as well - sometimes, you'll hear someone recite a haiku, which more or less guarantees an extra XP.

You also get an XP if you've successfully composed a song recently, as well - however, you work best from home.

Flying home to New York to get a professorship. Will be there in a matter of hours, as I'm taking a supersonic.

Character link: http://www125.popmundo.com/Common/CharacterDetails.asp?action=view&CharacterID=857036

5
Other Games / Re: Popmundo
« on: January 07, 2010, 03:25:52 pm »
But I'd have to stop composing "Bondage is for hamsters too" , right?
Yes.

Also, another note for people who are interested in learning skills: Max your intelligence FIRST. It's the difference between a skill taking six days and four weeks.

6
Other Games / Re: Popmundo
« on: January 07, 2010, 03:17:37 pm »
Well, we're gonna tour eventually, obviously.
Can you physically teach?

I'm able to teach individuals, yes, in any skill that I have five stars or more in. For example, I can teach you Basic Singing, Basic String Instruments, et cetera.

7
Other Games / Re: Popmundo
« on: January 07, 2010, 11:08:10 am »
Here's my skill list:
 Basic String Instruments     *****
 Basic Dancing    *****
 Basic Science    
 Basic Teaching    **********
 Basic Singing    *****
 Basic Law    **********
 Basic Media Manipulation    *****
 Violin    *****
 Basic Composing    *****
 Advanced Pedagogy    **********
 Basic Lyrics    *****
 Motion Picture Photography    *****
 Lead Vocals    *****
 Backup Vocals    ***
 Ancient History    
 Basic Economics    ***

 Personal Skills
 Pop   *
 Classical   *********
 Basic Martial Arts   *****
 World Music   
 Sex   *****
 Rhetoric   **********
 Basic Record Production   *****
 Basic Photography   *****
 Basic Manners

Any use for me?

I'm currently a Law professor at Cambridge with about $105k tucked away, but I could be persuaded to do something interesting.

8
Other Games / Re: Minecraft: Like Infiniminer but in Java and in Alpha
« on: January 07, 2010, 11:03:46 am »
Hrm. Seems that something has gone wrong between Reasonableman's server and myself. I just got disconned.

9
DF Modding / Re: Stonesense - Official thread -
« on: December 27, 2009, 05:28:48 pm »
My thought was that you could detail the floors/walls to look similar to Mike Mayday's graphics pack - as in, the floor tiles are smoothed but also have a pattern engraved into them. It wouldn't have to be blindingly obvious - just enough to provide more differentiation.

The rough rock looking rougher also provides starker contrast, but I was personally hoping for the smoothed stone to look more refined.

Spoiler (click to show/hide)

10
DF Modding / Re: Stonesense - Official thread -
« on: December 27, 2009, 05:19:49 pm »
That's unfortunate. Do you have any plans to make finished stone look a bit more finished? Would be nice if they looked like tiles or at least a bit smoother.
Yeah, that's what I was asking - it would be nice if they were patterned like the screenshot that you posted.

11
DF Modding / Re: Stonesense - Official thread -
« on: December 24, 2009, 06:00:58 pm »
Also, I don't mean to be a nitpicky bastard, but on some types of stone (granite in particular), it's extremely difficult to tell smoothed floors and walls from unsmoothed. Perhaps they could look a bit more 'finished'? Like dwarves had carved patterns or something into them, without necessarily looking engraved? Mike Mayday's in-game floor tiles would be an excellent example of what I mean.

12
DF Modding / Re: Stonesense - Official thread -
« on: December 24, 2009, 04:50:20 pm »
#1 I agree with. I'll just adjust those a bit and update the link. Try re-downloading in about half an hour. #2 was on purpose. Being able to recognize materials by sight? Awesome.
Oh, I wasn't complaining about #2 - I was thrilled. It's an amazing step forward. My OCD demands that I know where stuff is, because it would be a pain in my ass to find out that there was a platinum deposit where I wanted to put a workshop.

13
DF Modding / Re: Stonesense - Official thread -
« on: December 24, 2009, 03:35:46 pm »
I don't think I could squee any harder. Your work is beautiful - I look forward to using it. Will edit this post when I test it.

EDIT: My only complaint is that obsidian and other materials that use the black appearance are too dark - I routinely embark on entire mountains made of obsidian, so it makes it slightly difficult to comprehend what I'm looking at. The rest of it is positively beautiful.

Showing obsidian:
Spoiler (click to show/hide)

EDIT2: I turn off the hidden terrain, and I can see exactly what veins and whatnot actually are - for example, I've spotted platinum in a block of olivine. It's like Reveal without actually 'cheating', per se.

Showing materials:
Spoiler (click to show/hide)

14
DF Modding / Re: Stonesense - Official thread -
« on: December 23, 2009, 04:44:19 pm »
I imagine it would look somewhat like this:
-imgsnip-
please forgive the compression, it's automatic from the image host.
CobaltKobold, I hope you don't mind me imitating your test zone.
Gorgeous.

15
DF Modding / Re: Stonesense - Official thread -
« on: December 23, 2009, 03:46:34 am »
Why not just draw only the surface of the water, but transparent, and let the new fog shader take care of a depth cue? Basically try to achieve the same effect as now but using alpha.

Each water tile could just check for whether there's water above it? That would screw up waterfalls though... THe algorithm for deciding whether a given tile of water is visible to the 'camera' might be too complex.
Not any more complex than doors and floodgates are now.

'Simplest' solution that I can think of? Have water tiles check to see if there are water tiles surrounding it, and if so, only display the top of the water tile.

Pages: [1] 2 3 ... 9