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Messages - Bloax

Pages: 1 ... 6 7 [8] 9 10 ... 31
106
DF Modding / Re: What qualities are important for armor?
« on: November 08, 2014, 07:03:31 pm »
LAYER_SIZE also affects how heavy the armor is, although that doesn't really matter for anything but enemies since Armor User reduces armor weight down to nothing at very high skill levels.

107
DF Modding / Re: Is material density important for armor?
« on: November 08, 2014, 05:30:19 pm »
The only densities that are important for armor would be the LAYER_SIZE value, since that defines how thick the damn thing is.

(you can already witness how density doesn't matter by the fact that adamantite is very light while being the best armor)

108
Tilesets and Graphics / Re: New Pixelly 16x16 Graphics Set
« on: November 06, 2014, 02:27:58 pm »
oh and hi ontoclasm

109
Tilesets and Graphics / Re: New Pixelly 16x16 Graphics Set
« on: November 06, 2014, 03:40:40 am »
Very nice, although it could use some extra levels fuckery to raise the contrast:

111
Creative Projects / Re: Lair of the Pixel Artist
« on: October 31, 2014, 06:04:31 pm »
Well even if it's a top-down sprite then there's no excuse for not including a lightsource from one of the sides.
of course you can also go overboard with chrome while you're at it, as i always do

112
Creative Projects / Re: Lair of the Pixel Artist
« on: October 31, 2014, 05:53:26 pm »


Not really sure how I can shade it, though.

It's to be used in my XCOM fire emblem, so there isn't really a particular lightsource.
now there's a good one

113
Creative Projects / Re: Lair of the Pixel Artist
« on: October 29, 2014, 05:34:06 am »
DOUBLEPOSTING IS CRUISE CONTROL FOR COOL (and so is capslock)
Shadin' ain't no easy thing.
Shading is pretty easy, good shading is hard until you know how to do it for the material/shape in question.
Personally I got the lightbulb for shading after I messed around with 3D sculpting, as ever since then I've been able to make up objects inside my head and imagine how the hell it would under a light source.

114
Creative Projects / Re: Lair of the Pixel Artist
« on: October 28, 2014, 05:52:58 am »
I don't do pixel art, for it is a silly restriction.


i will therefore leave you off with a boulder

115
DF Modding / Re: <<Fear The Night!>> v1.4.1 [For 34.11]
« on: October 28, 2014, 03:12:22 am »
Well everything works just fine in the unedited mod, so the book probably tried to turn you into an undefined infernomancer and thus instead made you a toad.

116
DF General Discussion / Re: FPS from 40 to 7 after 1 season change
« on: October 27, 2014, 11:37:46 am »
Check your animals, I've noticed anytime you unpasture them and they don't have a valid route to a meeting area due to a locked door or something similar my fps is cut in half. It's like they keep path failing endlessly.
Did you report this on the bugtracker yet?

117
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: October 22, 2014, 05:11:59 pm »
I have never experienced backpacks being unequippable, and I can't imagine any other reason for it happening other than RAWs getting fucked up.

119
Mod Releases / Re: LC's Terrible Weapons Pack - NEW
« on: October 14, 2014, 07:18:33 pm »
Did you know that

[ATTACK_PREPARE_AND_RECOVER:3:3]

is as fast as a punch (see: creature_standard.txt:line 209)?

Did you also know that most (probably all) weapon mods tend to just roll with the vanilla way of terrible default values? (Swinging a big axe is probably not as fast as a quick jab.)

Did you also know that just about all of these weapons are either as fast or faster than a punch?

did you also know that doing something about this was attempted like once and never seen again
(yes i am mad)

120
Have you tried giving it a bit of discipline as it was done in the good old days?

Because that exactly describes my experience of a labyrinth back in like ~40.03

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