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Topics - Abregado

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1
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

2
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.

3
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

4
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?

5
DF Modding / Dwarven Space Wagon?
« on: May 16, 2012, 04:21:05 am »
Ages ago I remember reading in some patch notes that clothing layers can insulate you. It was either that dwarves got unhappy thoughts from being cold, and having fur coats made from arctic creatures stopped thee thoughts... or it was that the clothing layers effected the way dwarves were effected by temperature. Not sure which.

I was hoping to lower the boiling/freezing point of dwarves to very low and make the homeciv only have access to a very insulating material. The only units of clothing would then be called Spacesuits and if all went well the dwarves could survive in the vacuum (actually normal temperatures, but deadly to a naked dwarf by this stage).

If not ill have to make their "skin" into the spacesuit, and just have the lower levels boil/freeze at a lower point. Then if they are ever penetrated they will explode in a decompressy red cloud.

Moon/Mars Fortress anyone? Maybe we can call it "2001, a Dwarf Odyssey"

6
DF Modding / [PET] malarky
« on: May 01, 2012, 08:09:25 am »
Trying to get different civs to use different pack animals and pets. It seems like the [COMMON_DOMESTIC_PACK]/[PACK_ANIMAL] and [COMMON_DOMESTIC_PULL]/[WAGON_PULLER] combos ignore [GOOD] and [EVIL] tags.

Can anyone confirm this? I know it used to work and I'm thinking something with the new training in DF might have ruined it...

7
Creative Projects / Vector art project - 1 hour a day
« on: April 20, 2012, 02:40:09 am »
Started some work for some 2d layout of a few fleets before I push them into 3d. Let me know what you think.







The rest of the ideas..


Hoping to make a bunch more then get one or two races made into 3d with Blender

8
DF Modding / Castes that cant have Moods
« on: April 03, 2012, 05:26:12 am »
What is the token to add/remove from a caste to make it unable to get moods(the artifact building kind)?


9
DF Modding / Using bones in reactions
« on: March 27, 2012, 04:37:49 pm »
Just wondering what item and material tags I can use to limit the bone parts that get used by a reaction. Tried with MATERIAL_REACTION_PRODUCT but now anything made out of this material gets used (skull, bones, ect). Wanted to use skulls for one thing, and bones for another. Ideas?

Also wanted to add something to give you a reason to pick up all the teeth after a teeth-splosion....

10
DF Modding / Sinew butcher haul
« on: March 23, 2012, 07:00:10 pm »
Problem with getting tendon and sinew to show up when I butcher an animal. I've tried making the legs and ligament/tendon parts enormous. Nothing seems to get a piece of sinew to created when butchering. Is this something to do with butchery skills as I have had in the past seen *dog tendon* in my butchery items.

Spoiler (click to show/hide)

I've put in weaveable ropes from sinew, but now I cant get the sinew to spawn!

11
Do these attributed actually effect any in game calculations? Wiki only states what DENSITY, IMPACT and SHEAR effect.


12
DF Modding / Material weapon/armor properties
« on: March 02, 2012, 05:51:49 pm »
I'm sure I saw this question elsewhere on the forum, however not complete or in many different parts. I realise, on this topic, there are no solid answers (even from Toady). Just want some basic intel. The wiki is fairly useless on this

Which of these effect weapons/armor?
How to they effect them?
Is lower better or vice versa?
Is there a !!SCIENCE!! spreadsheet or wiki page someone has made?

Spoiler (click to show/hide)

13
DF Modding / 34.04 Worldgen Issues - Necromunda Mod
« on: March 01, 2012, 12:38:10 am »
I'm trying to port the mod over to the latest version of DF. Got the errorlog.txt issues all resolved but now I cant gen a world. After it has finished placing civilizations it rejects the world without doing any history. No errorlog entries at all

here is the player civ (without nobles)

Spoiler (click to show/hide)

And here are the worldgen parameters. I'm using a Perfectworld output for the mesh placements, and I've disabled all the NFS(new fun stuff) like vamps and werecreatures.
Spoiler (click to show/hide)

HEEELP! :(

14
DF Modding / Wood Industry Modding [SOLVED]
« on: February 27, 2012, 07:40:29 pm »
I havent seen anyone do this in a mod yet. Most advanced thing would be turning one log into many blocks.

Looking to have several varieties of timber available from each tree. It seems that removing the [ITEMS_HARD], [ITEMS_WEAPON], [WOOD] tokens from the wood_template does nothing. If it comes from a tree you can use it for any wood related activity.

Would ideally want the basic logs to be useless until processed. Dressed logs could be used for [ITEMS_HARD] and polished logs for everything else...

Anyone played around with this?

Code: [Select]
[PLANT:DEADWOOD]
[NAME:deadwood][NAME_PLURAL:deadwoods][ADJ:deadwood]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[USE_MATERIAL_TEMPLATE:RAW_WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:raw deadwood]
[STATE_ADJ:ALL_SOLID:raw deadwood]
[PREFIX:NONE]
[MATERIAL_VALUE:1]
[USE_MATERIAL_TEMPLATE:DRESSED_WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:dressed deadwood]
[STATE_ADJ:ALL_SOLID:dressed deadwood]
[PREFIX:NONE]
[MATERIAL_VALUE:3]
[USE_MATERIAL_TEMPLATE:POLISHED_WOOD:WOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:polished deadwood]
[STATE_ADJ:ALL_SOLID:polished deadwood]
[PREFIX:NONE]
[MATERIAL_VALUE:9]
[TREE:LOCAL_PLANT_MAT:RAW_WOOD][TREE_TILE:255][TREE_COLOR:6:10:0]
[DEAD_TREE_TILE:255][DEAD_TREE_COLOR:7:8:0]
[PREFSTRING:hard timber]
[WET]
[BIOME:ANY_LAND]
[SAPLING]

15
NEW VERSION RELEASED!

Loads of new stuff.

If your interested in Warhammer 40k, or Necromunda itself, check it out on the modding forum




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