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Everything posted by tcsoccerman
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Lynx-A good way to make friends in a movie theater is sitting by them. Especially when they're the only other one.
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Well during the movie you're quiet but you're not in the theatre the whole time.
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PSpace Compiled and running(ish) at last
tcsoccerman replied to doc flabby's topic in General Discussion
It tells me that it is an invalid Win32 Application. -
I only pay 8, and besides, theres many reasons to see it in theatre. First, it's just better. Second, you can socialize. Third, you support the local economy. Oh and fourth it's not stealing, but that's not that important.
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gay, i have to wait like 40 minutes just to download it. it looks fun though.
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Ghost Town - Shiny Toy Guns
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Nice. You can go through tiles right now but i'm sure that's easy to fix.
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it crashes for me? right after it says "Connecting to Network" on the console.
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i'm not sure what you're intentions are, but when i installed ubuntu there was a built in partitioner that worked well.
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Hours 8-11: i wasn't keeping track of time but i want this to be over with anyways so we'll say three hours. so...what i did...this should be fun to remember. *added sprees with "killing spree" sound. i also added "double kill" sound for future *added "hill controlled" sound which is triggered when you take a drop zone. *(btw these are all halo sounds because they are what came to mind. not because it is a halo zone, although i'm not saying it can't be). *added ?hillinfo command which displays information about each hill (which is a drop zone, just realized i named the command poorly). this is a little messy, need to fill in space which will be something i need to learn *fixed bugs *Added location tag to each drop zone (left, right). used in ?hillinfo *also added color tag to each team so team 0 becomes blue team. (also used in ?hillinfo) *i did more but can't think of it right now TODO: when a team is eliminated, all dropzones owned by them must be voided. TODO: maybe add a double kill module. simply tracks if two kills are within x time. TODO: must make map more appealing, and drop_zones more different so they stand out more and say "come here and claim me because i'm shiny". :make sure powerball is giving rewards.
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I never said that when i was done i would stop working on it. I'm going to make it as complete and well rounded as i can in 16 hours, and then later polish it off. I'd rather not. That's a good idea, it does seem appealing.
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hour 7: added a spawn area at the bottom of the map, which is next to some random fighting area with random obstacles. set spawn points in arena.conf. gave me an idea that drop_zones could also be spawn points for team that owns it. maybe.... . also fixed animation and now it works completely, although the animation is not so graphically pleasing.
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for now, Death Match Zone, i don't know if that's taken though. i'll have to devote some time to thinking up a good name
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purge and creamy are right on.
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hour 6: starting to not like the flag drop idea. and even if i do do it, i my as well use powerball. anyways, i worked on some settings real quick for all the ships. just tried to make them all unique. also made an animation graphic just got to implement it correctly. i will probably be finishing early
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same thing really. iphone apps = itouch apps. (besides that some of the apps are pointless on itouches because an itouch doesn't have 3g wireless).
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It seems to me that some of the things are self explanatory. For example, how to import a tileset. While making a map today, i had never done this before. I guessed that it was in the file menuitem, and then guessed which item quite easily. Same with wall tiles. Lvz however are more complicated for me, would be nice to have a tutorial. EDIT: to link something, look for the hyperlink button next to the underline option. it's above the text box when editing the post. first enter the url then the text you want to display
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hours 4 and 5: lets see... fixed smaller bugs in drop zone module. mostly finished the control module. thinking that drop zone graphics will be in hud rather than on map. also that a + animation and - animation will show whenever troop count changes (will show next to troop count hud). tested alot. added some sounds for game start and end. edited some settings for 5 minutes or so (flags). i'm done for today.
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fixed it by a bad hack. it seemed that the every-second loop i made was called once and not every second. inorder to fix it i recall the function with a delay of 1 second after every call.
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i'm bad at maps anyways there would be no difference. maybe if i have extra time.
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hours 2 and 3 : made map with each drop zone region. ran into horrid bug in the module that stops mainloop after 1 second. tried to fix that for the second hour or so and failed.
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lol, yeh that would be interesting to watch. especially on a larger scale. I guess hell's kitchen is kind of like that, having to cook a bunch of food in time. Hour 1:Started on drop zone module. Made huge progress, probably around 75% done. Didn't implement graphics yet, most of what's left. Realized that the map will have to go sooner, as in hour 3 or maybe even 2 in order to test this module. would be bad if i realize it doesn't work later on when it is not so fresh in my mind.
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Inspired by How to make a game in a week., i've decided to create a continuum zone in 16 hours. I figured it'd be great experience and that...well i'm sick and have nothing else to do so why not? Here's a few rules i'll be going by: 1. by 16 hours i mean combined, not consecutive. It will probably be 16 hours within a week. I will work in 1 hour segments, meaning that if i do work on the zone it will have to be for at least an hour (at a time). 2. Creativity and brainstorming of the zone does not count as time 3. Neither does recording my progress. 4. There will be a few things i won't be making due to my complete lack of that skill, including a)Tiles. These alone would take me far more than 16 hours. b)audio. I probably will use default audio anyways, unless i have extra time. c)Graphics. I will be making a few extra graphics but other than that i'm using default. (which i think is better anyways because there is less to download). My goal There will be one main gameplay intended for multiple players with 2 teams. That goal will be a simple team slayer (like halo). Each team has x lives. Each time a player dies their team loses a live. Last team standing wins. I actually already have this module made from a long time ago, but that's ok it only took me 4 hours or so to make. To add on to that gameplay, there will be drop zones (same idea as turf except more graphical). Capturing simply changes the graphic. Holding a drop zone at around every 300 seconds or so will award you reinforcements for every drop zone you control. Also for when there are minimal players in the zone, there will be a simple ctf implementation. That is, inside each drop zone is a base where players can drop a flag (which will look like money) in order to gain points/money. this will add to the gameplay making it helpful to hold a drop zone. In effort to make drop zones more important, i will make killing easier than average. In order to do this i will make specials (bursts, repels, thors) more common and guns and bombs better. How i will use my time Hours 1-5 - Will be spent coding the drop zones, the control module which will restart the game, send arena messages, spectate teams that are out (only for more than 2 teams), award prizes, etc., and the money/flag module. 6-8 - flag/money graphics, drop zone graphics for each unique team and neutral, base graphics (where u bring money/flags), download some tiles. 9-13 - full out settings. settings for every ship, flags (limit 1 per person), whatever else there is 13- 14.5 - map. 14.6 - 16 - fix bugs/ maybe add turrets if ahead of schedule. i'll post my progress as i go. let's see how this turns out.
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i love drupal.