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 - XhAPPYSLApX

Pages: 1 ... 9 10 [11] 12 13 ... 32
151
Got me a sweet Kindle Fire today, it's pretty awesome actually :D Only cost $50 surprisingly.

152
Creative Projects / Re: Ad Victoriam (XCOM 2 Mod, Side project)
« on: February 12, 2016, 05:53:14 pm »
I like the logo, heh.

I hope you get this working, Fallout world V aliens sounds great!

I was actually planning on trying to make an entirely new Fallout game within the engine if I could, at least when I learn how to properly code.

But seeing as there are already a lot of tutorials on how to make brand new abilities and perks, I might not have that tough of a time doing it, hopefully.

153
Creative Projects / Ad Victoriam (XCOM 2 Mod, Side project)
« on: February 12, 2016, 01:29:14 am »

A POST NUCLEAR MODIFICATION FOR XCOM 2


I'm gonna try and start working in my spare time, while also working with Unity and a couple of other things, on this, a mod for
XCOM 2 that I'm gonna try and make replicate Fallout as much as I can in the XCOM 2 engine.

What I plan on trying out first is creating classes based on all seven special stats. Each with their own respective perk trees.
I'm planning for the long haul, but that's pretty much what I've got right now, and I still gotta wait on the XCOM Dev Tools to download.
But yeah, if you have any ideas for what would be cool to implement in the mod, feel free to tell me what your idea is.

And look, I know it's a pretty big and ambitious undertaking I've got here, but man, I so want to be the one to make the first Fallout mod for XCOM.

P.S I know that the logo is a bit crappy, I just got a random pic of the insignia and slapped the "Ad Victoriam" on there,
but if this gets some steam, I'll definitely make an original logo for it.

154
Got $110 of Steam money today :D

Got me Divinity Original Sin Enhanced, Rocket League, Civilization V Complete, and last but certainly not least, XCOM 2!

Can't wait to start digging in deep with the Dev Tools on that, and Divinity.

Gonna make me some focking Brotherhood of Steel armor for my soldiers.

155
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: February 10, 2016, 04:30:05 pm »
Redid the head, I think it looks a lot better having added the extra shading to his hair, also made the colors a bit more popping :D

Spoiler (click to show/hide)

Bigger version.

Spoiler (click to show/hide)

156
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: February 09, 2016, 06:59:43 pm »
I've gotten back into pixel art, I made this (One part of a bigger drawing) and wanted to know if everything's checking out in it, and if the lighting is better than I've been doing.

Spoiler (click to show/hide)

EDIT EDIT: Noticed a few inconsistent parts with the lighting, fixed em.

Spoiler (click to show/hide)

You've done a really good job here! The hair looks a little flat since there's so little shading, but everything else is pretty well-rendered. The shading on the face is well-done and there's a lot of character to this head. I would ditch the palette in favor of a more contrasting one, though. It would make the shading easier to make out and would add some vibrancy.

Thank you! And I will take the info into account, and add some more shading to the hair, and make a more striking palette.

This'll improve the overall picture once I'm done, and thanks again for the info!

157
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: February 09, 2016, 06:24:11 pm »
I've gotten back into pixel art, I made this (One part of a bigger drawing) and wanted to know if everything's checking out in it, and if the lighting is better than I've been doing.

Spoiler (click to show/hide)

EDIT EDIT: Noticed a few inconsistent parts with the lighting, fixed em.

Spoiler (click to show/hide)

158
Haven't been near Unity in a few days, been playing a tad too much XCOM 2 :P

But I'm getting back into it with video tutorials.

159
Other Games / Re: X-Com 2: Welcome Back, Commander.
« on: February 06, 2016, 12:23:45 pm »
Well, I got to play 5 hours worth yesterday, and it is a very awesome game all around in my opinion.

Love the aesthetic, love the fact that the soldiers don't really look like god dang action figures. And the difficulty is really tough without being overtly tough, like in EU. What with the mini pectoids having perfect aim and such.

That doesn't seem as much of the case in this one, they still have damn good accuracy, but it doesn't seem perfect all the time.

But yeah, most of my problems with the original have been addressed, so my opinion is a F*cking play it/10. Only really have trouble with performance and camera rotation.

160
Other Games / Re: X-Com 2: Welcome Back, Commander.
« on: February 05, 2016, 08:05:34 pm »
I was able to get it way earlier than I was expecting :D (Was expecting to get it on the 15th)

Hoping I don't totally f*ck up my first mission!

161
It looks like you're getting the difference between the current mouse position and the position of the mouse when you first press the left mouse button and using that to adjust the position of the camera, but in this line...
Code: [Select]
Vector3 move = new Vector3(pos.x * dragSpeed, 0, 0);...you're only adjusting the camera's position on the x axis. If you change it to...
Code: [Select]
Vector3 move = new Vector3(pos.x * dragSpeed, pos.y * dragSpeed, 0);...it should make the camera move on both the x and y axes. Bear in mind that you're only checking for boundaries at the left and right sides of the screen, not the top and bottom as well.

I would recommend steering clear of using other people's scripts while learning programming. As a general rule, you should avoid using any chunks of code that you don't understand (otherwise you run the risk of unexpected behaviors in your program). You'll get farther by looking up basic scripting tutorials and going from there rather than attempting to jury-rig preexisting scripts to create the game you're picturing.

Thanks for the heads up, and I'll definitely steer clear from stuff like this in the future, just gonna watch tutorials instead of trying to make sense of stuff that I don't know a whole lot about yet.

162
I've tried to use this common script for camera movement, but I just can't seem to get it to move vertically.

Spoiler (click to show/hide)

Tried doubling it, but using the y axis in place of the x axis in the same places, as well as changing left and right to up and down. But it always just moves left and right still.

The reason I use this script is because the person that made it says that it creates camera boundaries, which it indeed does, but it won't be of much use until I can get the y axis in there.

Also made Screen.width instances into Screen.height instead, still didn't work.

I've tried for at least two hours to get it to work, but I'm at a bit of a loss, Araph, any advice?

163
I ran into the hurdles while trying to learn Unity, so my heart goes out to you and I hope you persevere more than I!

I hope I can, I've always wanted to make games, so I bet I can persevere based on my want alone.

164
I've learned a bit about camera movement, more specifically dragging.

Can't wait to try it out, and unintentionally break it :D

165
Other Games / Re: X-Com 2: 40 Hours Until Unification Day
« on: February 03, 2016, 12:24:50 pm »
Quote
For me, the main problem with the remake was the 'You see the enemies, they suddenly scamper into covered positions' thing, as it lost the squad-based, 'cover each other' feel of the original, in my opinion. That and the 6 soldiers thing - 14 was a bit much, sure, but there was something really cool about slowly losing troops one or two at a time as your expansion throughout the city block went a bit awry. And as you rounded on the last building with just 3 or 4 of your crappiest rookies left... Ah, good times.

Heck, the number of deaths themselves. In a game of old X-Com, it wasn't uncommon for me to have 100 dead soldiers on my memorial wall as I approached the end. My first game in XCOM (Classic Ironman), I think I finished it with maybe 6 or 8 dead soldiers.

This. Looking past the simplistic design choices made in the cover system, lack of an inventory, and lack of freedom in your base selection/engagements, this really burns me.

I wouldn't have a problem with the game at all if they would just include OPTIONS to deal with these issues. However, they don't. You can't prevent aliens from getting a free interrupt when you spot them (I mean, you can turn on the option where they sometimes shoot, but again, that's not solving the issue of the free interrupt). You can't edge closer and keep covering each other (Which is how an actual squad operates), and that really detracts from the tactical squad-based aspect of the game.

What we got was a puzzle game or something. See the alien. Alien goes into cover. Figure out how to kill them. See more aliens. Aliens go into cover. Figure out how to deal with them. It's carrot and stick game design, which is endemic in the modern gaming industry. Gone is the chaos of having three people die off of the dropship, which was immersive as hell. It gave a feeling of an actual firefight (as best as it can for the genre), and to not have that in a tactical game is heresy.

BUT ANYWAY.

We'll see pretty soon. I have my pitchfork and torch ready, and I also have my schedule planned to get all of my work done ahead of time so I can X-Com all week. All I can do is wait for the download.

Unrelated - just lost a squad in Aftermath. Ugh, that stings.

I actually agree with you on the immersion front, and I do love playing the original.

But on the account of the fact that it takes little over say, 15 minutes to get ONE turn done in the original (I may be exaggerating a bit) whereas you can get 2 or 3 done within that amount of time in the remake.

I would say that the remake is better in many ways, though it has it's faults, such as over-simplification and the aforementioned problem with aliens going to cover as soon as you see them, it has real moments of epicness, intensity, and many others like fear and dread. I do feel these in the original, but the problem in that game is the fact that you can have like 20 rookies in one mission. That right there gets rid of the fear and dread to me, if one dies, oh well, I got 19 more. Hell, even if half them die it'd still be pretty good assurance that you'll win the mission as long as you play a bit better.

But in the remake, you only have 4 (or 6) for EVERY mission. You build better stories and relations to them, and if they die, that's one huge ass chunk gone from the team. Sure, it may not make total sense in the long run to only be able to fit 4 or 6 people in a dropship at once. But, at least in my opinion, it helps fulfill the momentous dread and fear a bit better.

But that's just my opinion :P

EDIT: Also, having to count a bunch of numbers before you can MOVE is a pretty lame design choice in my opinion, also deminishes the fun to be had to me. I like to be able to move without having to number crunch.

Pages: 1 ... 9 10 [11] 12 13 ... 32