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Messages - xaque

Pages: [1] 2 3 ... 9
1
Play With Your Buddies / Re: Xaque's Livestream [DOWN]
« on: November 09, 2010, 12:29:21 pm »
Okay, I'm gonna try this again. This time I'll stream UnReal World.

2
Play With Your Buddies / Xaque's Livestream [DOWN]
« on: November 09, 2010, 11:13:32 am »
So I decided to try streaming some video games on the intertubes. If you have a request of something for me to play, post here and I'll let you know if I have it/can get it. I like playing RPGs with lots of depth, sim games (with lots of detph) and platformer/FPS games if they're fun and unique (like Deux Ex).

The livestream is located at http://www.livestream.com/extropicstudios

Currently I am doing a blind stream of Jade Cocoon, an RPG for the PS1.

Okay, so I streamed about an hour of that, then realized my Procaster hadn't been picking up my microphone the entire time (even though I tested it before hand.) So I was basically talking to myself the whole time. Whoops. Anyways, that game was... weird. I think I'm going to try something else.

3
Creative Projects / Re: Making a Computer Game after five weeks of Java
« on: October 28, 2010, 09:35:43 am »
If writing games is your goal, you should start writing games as soon as you learn how to run a compiler. You can definitely learn a lot by writing games, just realize that the first couple (and by couple I mean hundreds) of games you write will be pretty crappy by most standards. Don't get too attached to any one game, and don't be afraid to start again from scratch with everything you've learned. You should try and get used to the idea of throwing away code you've worked on for hours and rewriting it completely. It happens a lot, even to the best programmers, when you realize there's a better way to do something. Learning how to rewrite a chunk of code effectively without disrupting the rest of your program is an important skill that every programmer needs to master (but many never do.)

As your skills increase you'll start to encounter problems that you have difficulty solving on your own, that's a great time to ask questions to other programmers about it. Taking computer courses in parallel with developing games has helped me a lot personally, you learn a new concept in class and immediately start thinking about ways to apply it to your game.

Java is good for game development, although it would definitely benefit you to at least read about other languages. Learning concepts in other languages will make you a stronger programmer, although that's something I wouldn't be too concerned about for a while.

4
Other Games / Re: Video games based on World War I?
« on: October 21, 2010, 05:06:26 pm »
I was playing Resistance&Liberation a few weeks ago, and someone mentioned a WWI Steam mod in conversation with another player, but I haven't been able to find it.

This?

We actually had an extremely similar thread a few months ago. I recommend looking through the posts there.

Thanks for the link. I'll check that out.

5
Other Games / Video games based on World War I?
« on: October 21, 2010, 04:56:23 pm »
There are a lot of games out there based on WW2, but I'm not aware of very many based on WW1. The only one I know of is Victoria 2. I'm looking for a good game that can really immerse me in the history of the time period.

6
Life Advice / Re: A question about ASCII game making.
« on: October 06, 2010, 03:34:10 pm »
What I have learned so far is , pick your language, start coding, watch it fail, crash, bash your head against the wall. Take a walk, then eventually you'll have a little guy running around picking up gold pieces and able to decend into a random generated dungeon while rats are slaughtering each other for food.

Then do what I did, learn that you need to set everything up in classes and GUT EVERYTHING so your 5,000 line long CPP file is split up into 6 different files based on its modular function... in the hopes that future features go in nicer into your framework. So been at it for a week and still ironing out the bugs. ROFL....

so this is what your future entails. still interested?

Also, this NEVER ENDS. Three years later, if you're still working on the same project, you will still be gutting your 10,000+ line program and rewriting it from scratch. Maybe, if you were careful, and managed to separate out your functionality correctly, you only need to rewrite a few hundred lines at a time. But every time you write a line of code, I guarantee you will come back to it 6 months later and go "WTF was I thinking??? It'd be so much better to do it a different way..."

It's just the nature of the beast.

7
DF Dwarf Mode Discussion / Re: Give me fort inspiration ideas!
« on: July 25, 2010, 12:55:08 am »
Thanks for the great ideas everyone!

find a hilly starting area and recreate the shire.

bonus - mod in hobbits as a playable race

I may have to do this. Hobbits are awesome.

Creepy Little Bastards- set in the desert, most hellish climate you can find, and make the fort... evil. Have tons of cells for prisoners, dwarven or otherwise, and occasionally drop in poisonous creatures, or impale them lightly with wooden-spear based traps.

This is an interesting idea... I'd have to consider how i'd want to do that...

{atlantis stuff}

This is really awesome! A shining floating city of gold and platinum... where everything is sparkling clean. I like it!

Fractal Fort; every part of your fort looks like the larger whole.

Lots of planning, tricky to do in 3d, but ends up very modular, sealable, and aesthetic!

Wow, I'm hardcore but I ain't that hardcore  :o

Construct a dwarven factory.
Have at least a third of the dwarves produce 'useless' stuff like clothing and crafts. Do this by sealing in all the selected workdwarves into their own seperate compartment, complete with bed, food stockpile, ressource stockpiles, 1 workshop and a personal dining room. All the other dwarves may not do any work except hauling. (mining and masonry are exempt for the construction phase of course)

- See, how long you can run at 100% capacity before your raw materials run out.
- Produce raw materials in a similar fashion, but the only way to transfer materials between cells is by dumping them directly down a hole into the next dwarfcell. That holds also true for food and booze.

BONUS: If a dwarf dies, seal his cell and never open it again
SuperBONUS: Make the above not cause any interruptions in the production chain
StandardisationBONUS: Use only one cell design with access to magma and power, regardless of if this is necessary or not
OverkillBONUS: Design it tileable and fill the map with such cells

BostonTeaPartyBONUS: Dump all products into the magma sea.

This is actually my standard operating procedure for most of my fortresses. It's how I typically train up legendary smiths. But I like the bonus of sealing them up when they die :P

Only prob is how are u gonna get the dwarves to piss in it?

Make 'em vomit in it.  In fact, why not just make a huge Roman-style vomitorium:
  • Make sure all your dwarves are cave adapted.
  • Give them a massively opulent dining room, with easy access to an outdoor gold-lined vomitorium.
  • Feed them the most exotic food and drink you can buy off the merchants.
  • Now free the dining room and designate the vomitorium as a meeting area.  Watch as they all run outside and puke their guts out.
  • Flush the vomit away with liberal applications of floodwater (bonus points if it drains into your cell-block), then repeat.
Congratulations - you now have a bulimic fort!

You have spent a lot of time here thinking about dwarven vomit. I'm a little scared.

When I first read this I though it said the Shining. Which might not be a bad idea:

Set a low pop cap, name you dwarves after the movie characters, and rebuild the hotel. Make sure 'Johnny' Jack Torrance is an axedwarf bookkeeper. Then sit back and enjoy the recreation which is inevitable, given that this is Dwarf Fortress.

HEEEEEEEEEEEERE'S URIST!!!

8
DF Dwarf Mode Discussion / Give me fort inspiration ideas!
« on: July 24, 2010, 10:07:51 pm »
I really want to get into the new 31.11 version, but I'm having trouble coming up with ideas for fort designs. I've done the standard "central stairway fort with massive farms and industry" design so many times it makes me want to cry just thinking about it. So... Give me your ideas! I like epic sprawling forts that live for 50+ years, and I've been trying to do more organic designs lately.

Some fort designs I've done in the past:

* Massive aboveground tower of marble
* Massive aboveground glass cube in a desert
* Massive aboveground solid gold temple to the dwarven god of wealth
* Lots of generic underground forts that have corridors branching off from a central stairwell

Thanks in advance for your contributions!

9
DF Modding / Re: Problem with creatures not showing up in arena mode
« on: July 21, 2010, 12:45:37 am »
Nope, it didn't produce an error log, just crashed. But I suspect it also had to do with misnamed files, because I renamed everything and then it worked.

10
DF Modding / Re: Problem with creatures not showing up in arena mode
« on: July 20, 2010, 11:22:36 pm »
W...what. WHY?

Well, that fixed it. Thanks!

Now it's crashing whenever I spawn one. On to the next bug!

11
DF Modding / Problem with creatures not showing up in arena mode
« on: July 20, 2010, 11:10:51 pm »
Okay, so I'm trying to make a total conversion mod. I deleted all the existing creature and entity files and replaced them with my own. None of my new civs or creatures are showing up in arena mode or worldgen.

Here's my entity file:

Spoiler (click to show/hide)

And here's the corresponding creature file:

Spoiler (click to show/hide)

There's nothing in errorlog.txt to indicate anything wrong. Any ideas?

12
DF General Discussion / Re: DF Meetup 2010!
« on: June 01, 2010, 09:57:01 am »
I would.

13
DF General Discussion / Re: Perfect computer for DF?
« on: June 01, 2010, 09:56:15 am »
I would think cache size would have a pretty significant effect on speed as well.

14
Other Games / Re: My problem with modern games.
« on: May 29, 2010, 05:06:45 pm »
Have I said how much I hated console ports? I'm sure I did, but I must say that again.

I want pc exclusive games, but I doubt I will get any.

Most MMOs are PC-exclusive, but I'm guessing that's not really what you meant.

15
DF Suggestions / Re: Rename the new noble positions
« on: April 14, 2010, 02:17:51 am »
What about "Chiurgeon" as an appropriately antiquated sounding version of surgeon? "Head Chiurgeon" sounds like it fits with the DF way of naming things to me.

There is a certain point where I favour recognition over accuracy.

I know Chiurgeon is more historically accurate but no one is going to know what that is unless they look it up or ask someone.

It is also the reason why I wouldn't accept Barber either.

DF already has a precedence for not caring about whether people know what it means-- "eye teeth" come to mind, not to mention all the stone types. (If you were a new player trying to figure out DF, and saw an "Orthoclase Wall", what are the chances you'd figure out it was made of stone?)

Besides, Chiurgeon sounds cool, and is commonly used in other fantasy settings. I first found out about it from Magic: The Gathering.

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