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Messages - Warmist

Pages: [1] 2
1
Everything REXPaint / Re: Fail to run from googledisk
« on: August 04, 2015, 05:31:21 AM »
Ah missed that in readme...

2
Everything REXPaint / Fail to run from googledisk
« on: August 04, 2015, 04:23:23 AM »
basically says this:
Spoiler (click to show/hide)
Note the non-ascii path (probable cause). And no, renaming the folder is way more trouble :D

3
Everything REXPaint / Re: Show off your REXPAINT creations
« on: July 30, 2015, 02:36:54 PM »
Another idea i'm considering:

It would be a tool that would allow to track some simple stuff with the stuff. Also simplify some most done operations for forum rpg (currently using a ton of google sheets). Though i'm too lazy/busy/don't like any roguelike engine enough to do this...

4
Everything REXPaint / Re: Show off your REXPAINT creations
« on: July 28, 2015, 01:16:21 PM »
Just a little thing i'm doing using rexpaint: a forum/classical rpg (idea is to kill a lot of characters in this one dungeon). Some pictures:
The guild

One of charsheets

Latest room:

More stuff here: at bay12forums

5
Everything REXPaint / Re: Few Suggestions
« on: July 21, 2015, 07:21:23 AM »
To be fair - haven't thought at all how UI would look like :D.
I thought that those arrows are a bit unneeded and then use dragging to reorder layers. And lastly if it's worth adding more complexity (if for example you would like to extend layers to support more of them, maybe animations and whatnot) add another window for managing many layers.

As for moving i imagined that it would work like copy. Just select area and it sticks to your pointer (like when pasting) and fill the empty area with 0 (not sure). But again this is not really very important.

Also i think that floating UI is only worth it if you have other features you want to add/move into it.

Lastly about "open with" i figured as much, and no copying would be worse (e.g. you think that it saved into target directory when really you saved into local dir).

6
Everything REXPaint / Few Suggestions
« on: July 20, 2015, 01:10:00 PM »
  • Add names to layers for easier tracking
  • Add a way to move selection, sometimes it would be easier to fix stuff. I know that it could be done with copy/paste but it's one of those annoying things that you notice each time.
  • Add support for rexpaint to be able to use windows "open with" dialog - could be against current images folder idea
  • Lock layer. Happened a few times that i painted into "mobs" layer when i wanted to paint walls

7
Ideas / Re: Attachment hotkeys?
« on: June 14, 2015, 02:38:56 PM »
Just throwing out similar ideas. What about a similar item autoswap. Like I've got aluminum legs in my propultion category. I also have a couple stockpiled in my inventory. If my legs from my hull get damaged it might be nice to have it auto replace the legs from the inventory in if they get too damaged or become unusable.

I'm on the fence with this. What do ya'll think?
BAD IDEA. Usually this happens in a fight. Most of the times you can see it's yellow an manoeuvre yourself to safer position. When it breaks you just don't move until fight is over. The time (and materials) needed to swap out stuff might make a huge difference. When the fight is over- yeah sure, fix yourself up, but then it's usually from the corpses of your foes.

8
General Discussion / Re: Alpha1b fanfare!
« on: June 14, 2015, 01:23:19 AM »
Imho it's too minor of a thing to be a utility. Maybe if it was "true" infrared (or just heat sense) and you could see through walls?

9
General Discussion / Re: First Recorded Win Per Build Compilation
« on: June 11, 2015, 06:37:58 AM »
Maybe you guys can have a new rule that prohibits the same person from winning two builds in a row? Otherwise we may as well rename them the OCD Biomatter Charts :P

On a more serious note, why not also allow highest score to be a thing? I guess that's a little more difficult to keep track of than a black and white win state, something we'd need a leaderboard to automate.

And congratulations biomatter--your discovery at the end of this run could have come at any other time, but hit right at that particularly epic moment. SO lucky... I hear biomatter was actually saved by a hostile Programmer.
About scores in general: i think Zach (from Zachtronics) is quite right with his approach: have more than one axis on which to grade(could be hard for non-puzzle) and have histograms instead of "TOP X" to see where you are in the whole. Seeing that you are "#1345" means nothing... Though currently this is not a problem but maybe for future development of automated scoreboards?

10
Ideas / Re: Semi Persistant Weapons
« on: June 11, 2015, 05:04:33 AM »
I would like to see some more environmental effects: like fires or lingering smoke from explosions. As the effects are very nice and shiny, they could linger a bit longer. Due to the nature of turn based play it would annoy players if animations were slower, so maybe "very slightly persistent weapons?" and explosions?

11
I never use treads. nope, nope, nope. to slow

I will use legs, hover and flight.

though the later 2 are a bit harder for me to do since I like to carry a lot. if I find a weight redistribution system or something...hehehhehehe


I also like to carry around a spare flight unit, so if I start to get worn down I can make a geta way.
Things like this push me to make a BADASS bot with HUGE THREADS and MANY EXPLOSIONS and none of that wimpy running away or sissy hacking... Though it usually ends very badly...

12
Everything REXPaint / Re: Toy/Game/Sth idea-development
« on: June 10, 2015, 04:34:49 AM »
Just some news on development of this:
  • Github repo here: linky
  • Next on todo: rewrite particles to use grid instead of "free particles", that way particles could collide/check for other particles- needed for stuff like smoke and energy
  • kd-tree would be nice in the long run

13
Everything REXPaint / Toy/Game/Sth idea-development
« on: June 04, 2015, 03:37:52 PM »
So in rexpaint thread i started development of "particle toy based on rexpaint drawings". This is an continuation of that. Once I started playing with it, it immediately sparked many ideas about possible toys/games. So this is a conglomeration of them:
  • Draw stuff with rexpaint, add particles = fun - simplest idea. 50% done, now it needs stuff to make particle behaviour easy
  • Particle interaction stuff = more fun and complexity... What if you particle touches wall and it heats it?
  • Reactor simulator - now this would be first game-like thing. You could ask player to construct (using rexpaint) reactor which converts particles X to other things (energy/electricity/other particles...) but then why stop with reactors...
  • ANYTHING SIMULATOR - ok it needs better name... maybe "High energy machinery simulator" or HEMS. You would be tasked to construct e.g. particle accelerator or plasma igniter or quark splitter and you would see how it works
So how would it look?
One layer would be background (particles don't interact, maybe transfers electricity etc...), one would be the particle layer, and one for foreground (like background). One idea was to supply some stuff at the edges (e.g. if you draw 30x30 machine, it would show 31x30(+gui?) sized window with "taps" at the left (or top?) other idea was to use the last layer for special stuff.
Lastly big dreams in the sky:
  • Simulate particles as 10(or 100 or 1000...) smaller than grid and show only "density" of them
  • Add fields to the play

And finally the most important thing - the goal of all of this: to create a toy/game that would encourage crazy but nice looking "functioning" machinery (because cogmind ascii looks epic!)

So ideas/thoughts?

14
Ideas / Re: Unremovable *cursed* parts with side effects
« on: June 04, 2015, 01:00:30 PM »
I actually like the prototype system as some evolution of cursed items. I think that it shouldn't try to mimic the DCSS or other more classical roguelikes.

OT:One interesting thing i found about cursed items it went something like this:  What if your character does not want to remove the cursed item because it's very sentimental to him;)

15
Ideas / Re: More shutdowns
« on: June 04, 2015, 06:43:30 AM »
Yeah, this could be a problem in other ways as well. The main one I can think of being the ease with which you could block entire hallways, which is the reason Engineers are no longer hackable since blocking passageways (via wall construction) is not just "good," as you suggest--it's super OP.
Well when i thought about them for "enemy bots" i thought that they would outright destroy them. Only neutral bots would be blocked (for some time until recyclers drag them away?) but i guess if they don't know where you are (i.e. haven't seen you yet) they would not destroy corpses so yeah...

16
Ideas / More shutdowns
« on: June 04, 2015, 01:52:41 AM »
I was pondering about how after a battle there is a lot of parts but little "corpses". What if normal weapons could leave destroyed bots, like those you find sometimes in scraprooms, the ones that game says that are too damaged to repair? The recycler bots could also dismantle them if you damage some bot like that.
One thing that might be bad is that you could switch weapons and get more parts from such damaged beyond repair bots but i think just generating what they would drop if destroyed on the event of "damaging beyond repair" would help.

So why i think this is a good idea:
  • Adds ambiance, post battle you would have more interesting battlefield
  • Explains somewhat how those bots in scrapyard come to be
  • A way to manage dropped items somewhat, maybe help with crazy recyclers taking away items too fast? They could take time to tear down such robots or maybe drag them to recycling machine?
Some cons:
  • More programming :)
  • More micromanagement after battle
  • More trouble navigating after battle/during it- disabled bots could hinder shooting (at least one shot that would act as a shield, maybe that is good?

17
General Discussion / Re: Call for wiki contributors
« on: June 04, 2015, 01:33:20 AM »
Just an idea/suggestion/(question?) could we have some parts of stuff spoilered? E.g. if i don't want "fully analyzed" robots, could templates have that?

18
General Discussion / Re: Memory backup modules
« on: June 03, 2015, 06:29:03 AM »
I should read the manual again  ;D
This manual starts to sound like a holy text.

Something bad happened - "I should read the manual again" :)

I'm pretty sure there was nothing about something like this.

19
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 01, 2015, 09:40:11 AM »
Okay last one (for today...)


20
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 01, 2015, 08:10:16 AM »
Well, damn, that was fast! And that's great that you can use .xp files, just like Cogmind :D

Looks like a Tractor Beam in action.
Had Libtcod->luajit binding laying around so it's easy (though insanely messy :D )

21
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 01, 2015, 07:56:15 AM »
Yeah first prototype is somewhat working:

Features:
  • Reading rex files
  • using second layer for "walls" and "emmiters" "emitters"
Not sure what i was drawing there though :D

22
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 01, 2015, 05:50:39 AM »
We here see the potential epicness. That could be a really cool game; of course even better if you could throw in ASCII particle effects ;)
Damn, now i want to make a program that would allow creating ASCII particle effects :D

23
General & Off-Topic / Re: Forum Feedback
« on: June 01, 2015, 03:48:16 AM »
You can change the theme through your profile in the same way as with other SMF forums, via your profile.

I don't know if we really have enough people around here for forum games just yet... don't you think you'd have more takers over on Bay 12? ;)
Yeah - spread the cogmind craze elsewhere :D

24
Everything REXPaint / Re: Show off your REXPAINT creations
« on: May 31, 2015, 02:42:49 PM »
cool. what does it do?

Latches mana? :D The idea was to somehow create very lax system to play something like "Tacticus" (i.e. a game where players make up rules as they go) unfortunately all people i talked could not see the epicness of truecolor ascii art and crazy mechanics.

25
Everything REXPaint / Re: Show off your REXPAINT creations
« on: May 31, 2015, 11:44:19 AM »
From old concept art for "crazy self-modifying card game"


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