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Messages - Abregado

Pages: [1] 2 3 ... 21
1
Creative Projects / Re: Xenosurge - a action/puzzle shooter defence game
« on: December 20, 2012, 05:25:43 am »
Bum for new version.. and no comments

2
Mod Releases / Re: [DF 34.11] Warhammer 40k - Underhive Settlement 1.4.3
« on: December 20, 2012, 03:10:32 am »
So randomly looking back through the modding forum and I find this;
http://www.bay12forums.com/smf/index.php?topic=100255.285
So just how similar are the two? I'm assuming you're just continuing where the last one left off :)


Suds was our artist on the project but when Destroid and I finished with the project he asked to take it on. There are HEAPS of changes now tho so download and give it a go!

3
Creative Projects / Xenosurge - a action/puzzle shooter defence game
« on: December 14, 2012, 03:26:18 pm »


Just wanted to share a new version of our Rampart clone. Added a lot of features we thought we wouldn't get to. Have a go and let me know what you think!

CLICK TO PLAY

4
Creative Projects / Re: [GAME] SpacePart (working Title)
« on: November 08, 2012, 01:47:29 am »
Just posting to mention the latest version of this project. It is now feature complete for the time being. Loads of polish that could be done but instead we are working on some more code to have ready in time for Ludum Dare.

LATEST VERSION

5
Creative Projects / [GAME] SpacePart - FLASHPUNK 1.4
« on: November 01, 2012, 05:50:48 am »
EDIT:

We are not looking for spriters for this project anymore. It has been put on hold while we work on some other projects leading up to Ludum Dare. The new graphics were all done by me.

The game has all the main features that were in the original Rampart, except multiple levels. Instead we have just made one very long series of waves which increase in difficulty.

If you can get to Wave 4, you know how to play, Wave 6, your doing better than 90% of people. If you can finish the whole 10 wave level, well you were both lucky and masterful!







Gday,

Destroid and I used to make the Underhive Settlement mod for DF but recently we have been working on some other projects. One of these has been a clone of an old game called Rampart.

It is reaching the state where we have all the features of the original game, at which point we will devise some new mechanics to add in. Its worth noting that this game is not being created for commercial release, but is just a learning exercise for us.

Right now we are looking for spriters to create tilesets for the game. The most detailed objects are 40x40 pixels. Each tileset can have a different theme, not just space or medieval.

You can play the latest version of the game HERE:

Description of the tileset


20x20 tiles:
Walls and their facings: Tiles 0-5,8-14,16,17
These are all the different facings of wall in the game.

Infantry/Invader: Tile 7
Not implemented yet, but will be done very soon. These little guys will land and attack your nodes/castles

Empty ground: Tile 18
Fills the area that the player can build

Village/small node: Tile 19
These can be captured by the player to give points/bonuses ect

Captured empty ground: Tile 20
The empty ground turns to this tile when enclosed with walls

Obstacle tile: Tile 21
The player cant build on these. Could be wreckage, a hole, or something more sinister.

Unused: Tile 22
Not sure if these will get used. Might just become another obstacle tile

Damaged wall: Tile 23
These show which walls were destroyed. They are then removed.

Firepit/Radioactive tile: Tile 15
Looks like an X now. These tiles cannot be built on and linger for a few rounds. Could be anything from plague to radiation.

Missile Trails: Tiles 24-27
These are for the animated engine trails

Missile Standard and Missile Advanced: Tiles 28-29

Debris: Tiles 30,31,38,39,46.47
Floating wreckage that is used for decoration in levels and eventually in the menus


40x40 Tiles
Uncaptured/Captured Nodes/Castle: Tile 8,9
The player surrounds these with walls to stay alive. They also give more cannons/launchers each round

Turret/Cannon Base: Tile 10
The underpart of the turret

Enemy1 Basic: Tile 12
Enemy2 Corsair/Speedyguy: Tile 13
Enemy3 Fireship/Tank: Tile 14
Enemy4 Boss/Burstfire: Tile 15

All the enemies are going to change/be balanced at a later date. Recolors of a single enemy design are AOK

Explosion Animation: Tiles 16-18, 20-22

Turret Top: Tile 19
This is the bit that spins to face the mouse.

Target Reticle: Tile 23
The image that is dropped when you click and launch a missile.

Backgrounds for the level are 800x600 if you wanted to have a go at that, or provide a tileable image to use instead.

The UI elements in the game will be generated at runtime, but eventually the coloration will be selectable in the same menu as the tileset.

6
DF Modding / Re: If Meph wants the whole first page...
« on: May 22, 2012, 03:14:36 pm »
haha of course its a joke. Mephs a top bloke. I just logged in after a week hiatus to find that there were 5-6 new threads on the first page. Sorry if my sense of humour caught anyone off guard.


7
DF Modding / Re: If Meph wants the whole first page...
« on: May 22, 2012, 06:40:05 am »
bump...

8
DF Modding / If Meph wants the whole first page...
« on: May 22, 2012, 06:18:29 am »
He will have to fight for it :P

9
Added a few more fixes and changes that Suds picked up on IMMEDIATELY.

DOWNLOAD 1.3.2

10
NEW VERSION!

heaps of changes and new stuff. Most of it needs a good testing.

Changes:
Second Best organ use down from 3 to 2
Blood and Bone created directly from Bones and Organs (removed Bonemeal)
Increased water to barrel reaction to 20 bottles used/combined
Tallow simplification
Waxroot can be made into Oil as was originally intended
Rockpots use the barrel tile
Guilders always have Pack Slaves
Scavvies use Junk weaponry
Fixed Cherub being called "nothing"
Tweaked Stone layers
   More resources available in any map
   Easier to break through the soil layer
   Loads of renaming
Harvest Prep and Seed sorting now used Farming skill (replaces Herbalism)
Theives from all races have shivs now making them much more dangerous
Deadwood is now called Carapace Frond
All creatures have tougher bones to allow for more injuries, but less fatal ones



New Stuff
Carbide can be rolled into sheets
metal sheets can be used to construct Water Industry buildings (drum+funnel)
Workshop tools are constructable
Redemptionists replace Outlaws
Clothing for Redemptionists and Scavvies
Zombie Plague
Four new types of Megabeasts
Chunks can be hammered into Plates now
Anvils no longer used
Old Metalsmiths Forge no longer used
Always bring a Metal Lathe on Embark
Underhive Fashion for hivers
New art style for hivers
Updated tileset
New grasses
New details for finely crafted items
Dust storms (borrowed from Wasteland/DF PA at Deons suggestion)

11
DF Modding / Re: Wagon explosions
« on: May 21, 2012, 04:13:07 am »
ok i figured it out. It was the lack of a [WOOD] tag on the wood material. I added it back in but then had exploding stone cargo in my test embark...... stupid. Took that off and bam its fixed

thanks for the fast replies

12
DF Modding / Re: Wagon explosions
« on: May 21, 2012, 04:07:24 am »
Ok just checked that, they still explode when they have enough room.

13
DF Modding / Re: Wagon explosions
« on: May 21, 2012, 03:46:14 am »
nope they have wood access

Code: [Select]
[OUTDOOR_WOOD]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]

14
DF Modding / Re: Wagon explosions
« on: May 21, 2012, 03:45:33 am »
Spoiler (click to show/hide)

These are the only varieties of wood we are using but it still occurs. :( Maybe my civ cant access wood

15
DF Modding / Wagon explosions
« on: May 21, 2012, 03:36:58 am »
Having Issues.

The embark wagon explodes immediately on embark.

Spoiler (click to show/hide)

Everything with the material seems ok to me. Is there anything that can cause this problem elsewhere?

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