Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Poll:Save System or the ability to add new Z.levels?

Save System
Z-levels

Pages: 1 ... 9 10 [11] 12 13 ... 51

Author Topic: Dwarfed - OP is now updated  (Read 49847 times)

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile
Re: Dwarfed
« Reply #150 on: May 24, 2010, 03:43:42 pm »

Now put a poll about worksshops yay or nay
Logged
Dev on Baystation12- Forums
Steam Username : Headswe

Orb

  • Bay Watcher
  • [Loves_RTS]
    • View Profile
Re: Dwarfed
« Reply #151 on: May 24, 2010, 03:51:10 pm »

Seems like a good time to end the poll.

Magma won by 19! (as it should)

Was there really ever any question? I mean, come on... :P

As for this being your first topic, congrats, you seem to have struck a winner right off the bat!

Thanks.  :)

Now put a poll about worksshops yay or nay

Okey dokey.


Also, I changed the first post. Please reread it, its very important, somewhat. =/
Logged
[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

Ozyton

  • Bay Watcher
    • View Profile
Re: Dwarfed
« Reply #152 on: May 24, 2010, 03:52:08 pm »

I want to know if it's possible to put an alpha channel in a pic and have the game tell it to only change the hue of anything inside the alpha channel. That would make everything so much easier and better overall...

Or, of course, someone who knows what they're doing could take over, I would really prefer that...

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Dwarfed
« Reply #153 on: May 24, 2010, 03:52:48 pm »

I've made a quick tile for a dwarf. I accept any requests and I will draw it with pleasure.



AFAIK you can equip (visually) two items here. That's why I've put his hand in his pocket: you can draw a weapon near it this way, and it would be easy to draw appropriate armor to cover his body.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

dwarfguy2

  • Bay Watcher
  • Human Meta Knight... 0_o
    • View Profile
Re: Dwarfed
« Reply #154 on: May 24, 2010, 03:53:39 pm »

I've made a quick tile for a dwarf. I accept any requests and I will draw it with pleasure.


this... this is SWEET.
Logged
Caution: This user may or may not be a horrible evil Elder God from the deepest regions of space. He also may or may not be a lawyer.

Vahan

  • Guest
Re: Dwarfed
« Reply #155 on: May 24, 2010, 03:54:08 pm »

Iron pterodactyl golems!

Can you do one of them?

FALSE EDIT: I do have to say that tile is pretty sexy.
Logged

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile
Re: Dwarfed
« Reply #156 on: May 24, 2010, 03:54:32 pm »

I want to know if it's possible to put an alpha channel in a pic and have the game tell it to only change the hue of anything inside the alpha channel. That would make everything so much easier and better overall...

Or, of course, someone who knows what they're doing could take over, I would really prefer that...
Nope
Logged
Dev on Baystation12- Forums
Steam Username : Headswe

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Dwarfed
« Reply #157 on: May 24, 2010, 03:55:24 pm »

It literally took 3 minutes so I can come up with more and let one of them to win the contest. Or maybe there will be a way to make different types of dwarves, like castes in df right now? Like, hill dwarves, stone dwarves, moss dwarves etc? :)
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Orb

  • Bay Watcher
  • [Loves_RTS]
    • View Profile
Re: Dwarfed
« Reply #158 on: May 24, 2010, 04:01:13 pm »

It literally took 3 minutes so I can come up with more and let one of them to win the contest. Or maybe there will be a way to make different types of dwarves, like castes in df right now? Like, hill dwarves, stone dwarves, moss dwarves etc? :)

That sounds fun, how about for aesthetic value now. People can choose what dwarf they want(if you can code that head).


Adding function to them may be too early in game play. Right now the basic core function of the game isnt even layed out really. Of course, I havent played since yesterday.  :o
Logged
[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.

Ozyton

  • Bay Watcher
    • View Profile
Re: Dwarfed
« Reply #159 on: May 24, 2010, 04:06:07 pm »

I would also like it if when you have time, replace all he stuff I've made with less shitty version, perhaps.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Dwarfed
« Reply #160 on: May 24, 2010, 04:06:41 pm »

I can draw anything, I hope you can code that :P

All I know that you can make it directional, so the character turns where you walk.

I've got South/North.

Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile
Re: Dwarfed
« Reply #161 on: May 24, 2010, 04:13:54 pm »

I can draw anything, I hope you can code that :P

All I know that you can make it directional, so the character turns where you walk.

I've got South/North.



i can :D
Logged
Dev on Baystation12- Forums
Steam Username : Headswe

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Dwarfed
« Reply #162 on: May 24, 2010, 04:25:51 pm »

I want to know if it's possible to put an alpha channel in a pic and have the game tell it to only change the hue of anything inside the alpha channel. That would make everything so much easier and better overall...

Or, of course, someone who knows what they're doing could take over, I would really prefer that...

Short answer: No.

Long answer: The alpha channel is already in use by the game.

Really long answer:
Nope
It *CAN* be done(head: check the SS13 zombie code in /mob/human's whatever-it-is-called tick proc, it sets the skin colour to a shade of green).
However, to do so would require having the icon is two parts, the usual bit, and a copy with a grayscale(mostly white) image of only the parts that should have their colour changed, and then compost the item itself of the base icon with the second one added as a RGB-adusted overlay of the item.
See the reference: /icon/proc/Blend, with the first arg rgb(#,#,#) and the second ICON_MULTIPLY. Alternatively, rather than rgb(), use a color directly(a color is like a number or text when used. "Varname as color" in a verb argument gives the client a neat colour selection dialogue.

Try this in a sample environment, with maybe a little bit of other code and icons:
Quote
/mob/verb/e(c as color)
   var/icon/i = new('m.dmi',"over")
   i.Blend(c,ICON_MULTIPLY)
   src.overlays += i

Edit: the zombie code actally just adds a shade of green to all non-transparent pixels. Equivalent to Blend with the second argument missing or ICON_ADD. Blend is powerful. Use it.
Logged
Eh?
Eh!

PenguinOverlord

  • Bay Watcher
    • View Profile
Re: Dwarfed
« Reply #163 on: May 24, 2010, 04:27:12 pm »

I think it'd be cooler if you could see, say, clothes you equip, if we get to adding them. Still, it looks awesome Deon.
Logged
CleverBot: It hurts when you laugh at me.

Orb

  • Bay Watcher
  • [Loves_RTS]
    • View Profile
Re: Dwarfed
« Reply #164 on: May 24, 2010, 04:37:59 pm »

Okey Dokey, Head asked for a new idea for combat, and here is mine.


So, since you cant "pause" combat like DF, I thought we could have something like this. A key combination performs a specific combat action, depending on your weapon. Ive split my idea into two ideas.

Idea 1: There is a specific defence to every attack. When someone attacks you, a chat msg appears, like "Orb McOrby is performing an uppercut on Orby McSofty with his longsword!". If you catch it, you can perform a specific key combination defence, which is immediate and stops the attack. Choose the wrong defence, and the attack gets through. You can only attack once every second or so, to prevent spamming. More complicated attacks take longer to do, but do more damage. Having higher defence stats(such as gold armour or ect) make it take longer for the attack to get through, and better weapons makes attacks quicker(with a basic line of like .5 seconds minimum for the attack time, or something).

This system makes combat complicated and less grief prone, since you have to know your "stuff" if you want to do combat. This idea could easally be expanded.


Idea 2: Just a variation of the first one, instead of the text appearing the the chat, it appears in a little dialog box. When you want to do combat, you "initiate" it, and the box appears for both players participating. All combat chats appear there, and the chat box.

Also, so attacks arent accidently commited, you could have it be like "all combat attacks are Ctrl +key, and all defences are Alt +key, if you can do that)
Logged
[Will:1] You scream. You scream like a little girl in pigtails and a tutu, flailing ineffectually like a starfish on meth.
Pages: 1 ... 9 10 [11] 12 13 ... 51