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Messages - FOTEPX

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921
Game Development / Re: Scrapmatch
« on: March 13, 2014, 07:07:54 AM »
This is seriously, seriously good.
Remember to post pics if you make something cool.

After tinkering around with it for 20 minutes, I made this:

(Image removed from quote.)

For an alpha, and for the game that's only spent (a few weeks, I guess?) in development, this is extremely well done so far. My only gripes with it at the moment are the lack of ability to build diagonal pipes, and that the shadows are a little messed up on the panels. Some colour/texture options per panel would be appreciated also, but considering it's early days for the game, I'll just sit back and see where it goes.

So far, I'm very impressed. I can't wait to see a finished version someday, and hopefully a budding community for it. You keep on rockin', Sic!

EDIT: Being able to adjust each pipe's thickness individually would be an added bonus also, but considering the colour,shading and diagonal requests up there, I'm totally cool with waiting for it. Overall, this game has awesome amounts of potential, and I can't wait.
Thank you for the awesome feedback. Cool bot too.
The game has been under development for about 3 months if I remember correctly, but it's a one-man show and I've got school as well. I did not implement diagonal pipes, because it'd interfere with the current point-and-click system, instead, as you probably know, build two pipes, connect their endpoints with a third and remove the first two to get a diagonal one.
As for the colour, it's already planned. However, I've seen a lot of requests regarding colour, so it might come soon.
The panels are still in early alpha. The problem here is I have to generate plate models at runtime. It is indeed up for improvement at a later point.

Cheers for the feedback on the bot - It's a lot easier to design intricate bots in this rather than DSL, But DSL has quite the significant speed advantage - I've got a few ideas that might speed designing in ScrapMatch up:

1) Diagonal Pipes
2) Attachment points midway down a pipe, so that I don't have to create a 35cm pipe to get into the middle of a 70cm pipe

The current diagonal system works, but it could be bettered - I'm cool with working with the way it is until an alternative comes, though.

I get your problem with the panels, and I'm pretty cool with it - maybe being able to create a panel from 4 points as well as 3 might be able to streamline it? I'm not really sure, I ain't a games designer, I've just got ideas.

Anyway, what you've got so far is awesomely awesome. Everyone on GTM is backing you, dawg. Keep up with it, and I'll try to help in any way I can - probably won't be able to do much, maybe chip in a few textures or a few arena ideas here and there.

Keep working at it, man. You're gonna go places.

922
Game Development / Re: Scrapmatch
« on: March 12, 2014, 06:52:37 PM »
This is seriously, seriously good.
Remember to post pics if you make something cool.

After tinkering around with it for 20 minutes, I made this:



For an alpha, and for the game that's only spent (a few weeks, I guess?) in development, this is extremely well done so far. My only gripes with it at the moment are the lack of ability to build diagonal pipes, and that the shadows are a little messed up on the panels. Some colour/texture options per panel would be appreciated also, but considering it's early days for the game, I'll just sit back and see where it goes.

So far, I'm very impressed. I can't wait to see a finished version someday, and hopefully a budding community for it. You keep on rockin', Sic!

EDIT: Being able to adjust each pipe's thickness individually would be an added bonus also, but considering the colour,shading and diagonal requests up there, I'm totally cool with waiting for it. Overall, this game has awesome amounts of potential, and I can't wait.

923
DSL TC Showcases / Re: FOTEPX's DSL Showcase
« on: November 22, 2013, 11:13:22 AM »
[error]Warning: this topic has not been posted in for at least 180 days.
Unless you're sure you want to reply, please consider starting a new topic.[/error]

The sky is rumbling.

The earth is shaking.

Could it be that the impossible is about to happen?

FOTEPX...

Has returned.






Critisism, complaints and pidgeons appreciated.
(BTW this style of formatting is only here because I thought it needed that epic tinge... I won't be doing it all the time. ;) )


924
Tournament Archives / Re: Battlebots 8 Signups OPEN!
« on: November 17, 2013, 06:25:22 PM »
Sent. Oh yeah.

925
Modifications / Re: Strict Battlebots AI
« on: November 17, 2013, 02:10:54 AM »
If I had a seal of approval, this AI pack would definately get it. Easily the best AI pack I've used since Nar AI. A solid 9.5/10.

926
Existing Games / Re: RollerCoaster Tycoon 2 - 50X50 Challenge
« on: November 12, 2013, 04:02:41 PM »
I've done a 15 x 15 before XD

When I try to make a map, the smallest size I can make is 15X15. How do you make a map SMALLER than that? Just limit the amount of park owned space?

927
Existing Games / Re: RollerCoaster Tycoon 2 - 50X50 Challenge
« on: November 10, 2013, 02:16:11 PM »
RCT2 ? Crap i only have 3, well i won't enterr unless i find a free download of 2

It's a really old game, so you should be able to pick up a download of it, either torrent or just straight-up website DL. It's practically abandonware at this point.

928
Chatterbox / Re: its been awhile
« on: November 09, 2013, 09:39:10 PM »
Holy sh**, Enigma's back. Welcome back, dude - you're probably in the top 10 of guys from the forum.

929
Existing Games / RollerCoaster Tycoon 2 - 50X50 Challenge
« on: November 09, 2013, 09:33:16 PM »
There hasn't been an RCT2 tournament in yonks, so let's get started!

RollerCoaster Tycoon 2 - 50X50 Challenge

INSTRUCTIONS:
Build as many rollercoasters as you can within a 50X50 space limit. There is no objective, no limit on the ride type, no research and no limit of money - just build as much as you can!

RULES:
No building more than one Rollercoaster type - you can only have 1 Wooden Coaster, 1 Junior, ETC., so pick wisely!
No RollerCoasters/Rides from expansion packs - I think I included one in there by mistake, so, JIC, have the Wacky Worlds expansion pack installed. If you don't have it, give it a shot anyway - it might just work.
The same rule about Rollercoasters applies to normal rides, shops and stalls - the only shops/stalls you're allowed to make duplicates of are:
Toilets (Max 10)
Information Kiosk (Max 5)
Drinks Stall (Max 5)
There will be two winners to this contest, the first one is the 'strategic' winner - the one who can cram the most stuff into the least space. The other winner will be the 'creative' winner - the one who can make the park look the best.
No RollerCoasters/Rides over 5,000 FT.

STRATEGIC RULES:
5 points for a Rollercoaster, 3 points for a normal ride, 1 point for a shop/stall
Whoever has the highest amount of points wins

HOW TO ENTER:
Download, or buy a copy of RCT2, and preferably also the expansion packs.
Download the map, extract it from the .zip, and double-click it.
RCT2 should load up, and show a message box saying "Scenario Succesfully Installed".
Double-click the scenarion under the "Other Parks" tab, and begin!

DEADLINE:
7TH DECEMBER

Download link:
https://gametechmods.com/uploads/files/045150X50 Challenge + Example.zip

Good Luck!

930
Chatterbox / Re: Playzooki made a website.
« on: November 09, 2013, 05:01:24 PM »
'rocky baloba didnt boxing with spikes'

This is the most beautiful ****ing thing ever.

931
Weren't Gabriel Entertainment very stingy about us asking for the source code before?

Regardless, this could either be interesting, or just a big bust like the other attempts to delve into the source code. I'm cautiously optimistic as always.

These guys know what they're doing - either they'll uncover something new, find something we've already discovered, or tell us to bugger off. The 2nd one seems the most likely, if I'm honest, but where there's a will, there's a way.

Some of our experienced guys could act as Quality Control maybe to try and avoid that.

Yeah, but for that, we'd need a comprehensive log of everything that's already found to be NOT in-game, and I'm pretty sure that would take a while.
General knowledge would work here from some of our vets.

Hey! I'm a vet....

I'm just an undecover vet. I'm like Night Rider! Except... not cool... And stupid... :c

Being completely honest, I think you'd be fine to do QC, seeing as you're the one that brought it to our attention.

I'll still be needing a copy of that beta...

Anyone have it?

932
Weren't Gabriel Entertainment very stingy about us asking for the source code before?

Regardless, this could either be interesting, or just a big bust like the other attempts to delve into the source code. I'm cautiously optimistic as always.

These guys know what they're doing - either they'll uncover something new, find something we've already discovered, or tell us to bugger off. The 2nd one seems the most likely, if I'm honest, but where there's a will, there's a way.

Some of our experienced guys could act as Quality Control maybe to try and avoid that.

Yeah, but for that, we'd need a comprehensive log of everything that's already found to be NOT in-game, and I'm pretty sure that would take a while.
General knowledge would work here from some of our vets.

Hey! I'm a vet....

I'm just an undecover vet. I'm like Night Rider! Except... not cool... And stupid... :c

933
Weren't Gabriel Entertainment very stingy about us asking for the source code before?

Regardless, this could either be interesting, or just a big bust like the other attempts to delve into the source code. I'm cautiously optimistic as always.

These guys know what they're doing - either they'll uncover something new, find something we've already discovered, or tell us to bugger off. The 2nd one seems the most likely, if I'm honest, but where there's a will, there's a way.

Some of our experienced guys could act as Quality Control maybe to try and avoid that.

Yeah, but for that, we'd need a comprehensive log of everything that's already found to be NOT in-game, and I'm pretty sure that would take a while.

934
Weren't Gabriel Entertainment very stingy about us asking for the source code before?

Regardless, this could either be interesting, or just a big bust like the other attempts to delve into the source code. I'm cautiously optimistic as always.

These guys know what they're doing - either they'll uncover something new, find something we've already discovered, or tell us to bugger off. The 2nd one seems the most likely, if I'm honest, but where there's a will, there's a way.

935
i was honestly thinking about making a RA2 page on TCRF some time ago, but i couldn't really find enough content to make a interesting page.

in the bridge of doom's map files theres a texture similar to the floor spikes in the combat zone, implying that there would be floor spikes in the BOD. plus theres the snapperII/140cm extenders, but that about it. maybe someone that can read the source code (aka almost nobody) could find a few lines of unused code.

Well, if you still have the beta knocking about, we could make a thread on TCRF forums and see what comes up. Ya never know what the geniuses over there might find.

BTW, here's a link to their forums:

http://jul.rustedlogic.net/forum.php?id=12

936
There have sometimes been beta's of RA2 that have popped up on the forums - one that sticks out to me being the one where you had to set your internal clock date to January 1st, 2000 to get it to run. However, even without the beta, it's quite clear to see that RA2 was a rushed, buggy mess.

That's where TCRF comes in.

TCRF (The Cutting Room Floor) is a forum which goes around inside the coding of games, finding new sh** and dissecting previously existing sh**. We don't have many expert coders on GTM, so I figured that maybe presenting the betas, and the final game to the TCRF would help us find out a few new things about the game.

If you feel like helping, please leave links to any and all RA2 betas, a CLEAN version of RA2, preferably a disc rip, and any cool things you have found by poking around in the game's files that usually goes unused in the final game.

Cheers, and thanks for being awesome,
Everyone's Favourite Farfetch'd,
FOXPET.

937
Off-Topic Discussion / Shima.33
« on: October 03, 2013, 01:36:13 PM »
I know it's been bloody yonks since I did a music update, but, hell, I've gotta have some reason to post here, right?

Check out everything you've missed over at:

www.soundcloud.com/shima33

938
Chatterbox / Re: Nominations for best profile
« on: June 26, 2013, 01:36:01 AM »
I vote myself for Best Everything.

939
Chatterbox / Re: So, yeah. This is happening.
« on: June 20, 2013, 07:26:14 PM »
You should have renamed the images so they would be .bot files instead of images d00d

Naah. Nobody'd bother to change it back, and the header would get screwed when someone opened it on RA2.

940
DSL TC Showcases / Re: ty4er's showcase
« on: June 20, 2013, 02:25:08 PM »
woo new bot

(Image removed from quote.)
7 ants, 6wd slim/mini wheel drive, tite 1 and a perm 132 m for the weapon too. 595kg

You see, THIS is why I left.

I simply cannot humanly create this much awesome.

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