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Topics - SharkD

on: December 24, 2012, 08:52:37 pm 1 General Category / General Discussion / Jagged Alliance 2 LP video

I found a video "Let's Play" effort if you want to see what it's like to play the best Tactics game ever made:

https://www.youtube.com/playlist?list=PLQkyyPLaXaTvvkinpLb5Bc5F-xu2i2rNs&feature=view_all

on: May 29, 2012, 07:11:44 pm 2 General Category / Game Mechanics / Mecha stats spreadsheet?

Does anyone have a spreadsheet or table listing all the mechs' basic stats? Thanks.

on: May 29, 2012, 07:10:10 pm 3 General Category / Support / Wiki: error creating thumbnail

See here and here. The wiki is no longer creating new thumbnails.

:(

on: May 20, 2012, 08:36:47 pm 4 General Category / Support / The file is corrupt or has an incorrect extension. Please check the file and upl

The file is corrupt or has an incorrect extension. Please check the file and upload again.

I keep getting this error when trying to upload some PNG images I made.

http://gearheadrpg.com/wiki/index.php?title=File:Gh_scene_sidebyside_color.jpg

Can anyone confirm this?

on: May 10, 2012, 10:27:59 am 6 General Category / User Created Content / Effects Sprites

Terrain effects:



Explosions:






Projectiles:


on: April 07, 2012, 04:08:36 pm 7 General Category / General Discussion / Ideas for quests?

Read:

http://theideabird.tumblr.com/

A lot of these are pretty good.

on: April 07, 2012, 10:12:48 am 8 General Category / User Created Content / Terrain Sprites

I started updating the terrain sprites. There are now eight variants of each sprite, to be chosen randomly. See:




Download:

http://www.mediafire.com/?yfsuad8t82313pb (binaries)
http://www.mediafire.com/?jnmfll2daeaz2p9 (source code)

on: March 23, 2012, 07:39:28 pm 9 General Category / User Created Content / Thin Wall Sprites

I began working on the thin wall sprites again, including some doorways.



The decals (star, cross, dollar sign, etc.) at top are interchangeable and can be applied to nearly any wall type.

If there's any interest I can go ahead and render the full 16 frames for each of them.

on: January 07, 2012, 10:58:39 pm 10 General Category / General Discussion / Playing around with RPG Maker

I installed RPG Maker's trial version and have been messing around for a couple of weeks. It's kinda fun, and there are lots of tutorials to get you started. Here's what I've acomplished so far:



All the models were made in LDraw and rendered in POV-Ray. There's not much to do yet. No one to talk to, no quests to complete, etc. My main goal was to test whether I could create sprites in POV-Ray and import them into the game. I'm still not happy with the coloring and shadows, so I might adjust the scene settings a bit.

on: December 25, 2011, 03:17:43 pm 11 General Category / Game Mechanics / Dialogue system

I implemented a Lua dialogue system for another video game and thought you might be interested in knowing how it works. It's pretty flexible.

Here's the URL where I discuss it briefly:

http://forums.relicnews.com/showthread.php?263962-Multiple-choice-menu

Here's what the code looks like:

DialogueScripts =
{
   none =
   {
      -- the text that appears in the dialogue window (i.e. what the named actor says to the player)
      maintext = "You must select a named ship before initiating dialogue.",
      -- the respone buttons you may choose from
      options =
      {
         -- once per response
         {
            -- the text that appears on the response button
            buttontext = "Close",
            -- the code that gets executed when you click on the response button
            buttonaction = function ()
               CloseDialogueWindow()
            end,
         },
      },
   },
   a1 =
   {
      maintext = "Talk to Shipyard Nabaal first.",
      options =
      {
         {
            buttontext = "Okay!",
            buttonaction = function ()
               CloseDialogueWindow()
            end,
         },
      },
   },
   a2 =
   {
      maintext = "Goodbye as well.",
      options =
      {
         {
            buttontext = "Okay!",
            buttonaction = function ()
               CloseDialogueWindow()
            end,
         },
      },
   },
   b1 =
   {
      maintext = "I am Shipyard Nabaal. My friend Captain Soban is unfortunately not very talkative.",
      options =
      {
         {
            buttontext = "Okay!",
            buttonaction = function ()
               HasTalkedToElohim = 1
               UpdateDialogueStatus("ElohimGroup")
            end,
         },
      },
   },
   b2 =
   {
      maintext = "Now that we've spoken, I must say goodbye.",
      options =
      {
         {
            buttontext = "Okay!",
            buttonaction = function ()
               HasSaidGoodbyeToElohim = 1
               CloseDialogueWindow()
            end,
         },
      },
   },
}

ActorsScripts =
{
   -- actor "none" used as a fallback if something goes wrong
   none = function ()
      -- tells the game that the "none" dialogue script should be spawned
      DialogueStatus.current = "none"
   end,
   -- actor "Soban"
   SobanGroup = function ()
      -- if you've already spoken to actor Elohim, proceed to script "a2"
      if (HasSaidGoodbyeToElohim == 1) then
         DialogueStatus.current = "a2"
      -- else, stick with "a1"
      else
         DialogueStatus.current = "a1"
      end
   end,
   -- actor Elohim
   ElohimGroup = function ()
      -- if you've already spoken to actor Elohim, proceed to script "b2"
      if (HasTalkedToElohim == 1) then
         DialogueStatus.current = "b2"
      -- else, stick with "b1"
      else
         DialogueStatus.current = "b1"
      end
   end,
}


What happens is:

1. The ActorsScripts table contains code for each actor (e.g. the named important people, Elohim and Soban) that gets executed when a particular actor is selected and dialogue is initiated. For instance, if you are speaking to the actor Soban then the SobanGroup code is executed. This code determines which dialogue script is should be spawned depending on an arbitrary set of global quest variables (e.g. HasTalkedToElohim, HasSaidGoodbyeToElohim).
2. The DialogueScripts table contains the spoken text strings that appear in the dialogue window and response buttons. It also contains the code that gets executed when you click on one of the responses. This code usually advances the global quest variables to a newer state so that duplicate responses are not initiated.

Sorry if my explanation is confusing... :( Because I was lazy the code example I provided only contains a single response to each message. But, more than one response is of course possible.

Also, I omitted the code that alters the physical display window and shows the actual dialogues to the player.

Lastly, you should notice the "none" entries in both tables. This is in case a non-named (i.e. unimportant) actor is selected by accident or due to a bug. I.e. the code falls back to "none" when something goes wrong.

[edit]

Removed some code from the example that wasn't really necessary to show.

on: June 18, 2011, 01:41:28 pm 12 General Category / User Created Content / Interface designs

Here are my interface designs, all in one place. Click on them for larger views. Enjoy!








on: February 04, 2011, 01:04:23 pm 13 General Category / User Created Content / SVG vector sprites

A while ago I did some experimenting with vectorizing GearHead sprites using InkScape. I speculated that GearHead could maybe run inside Adobe Flash or something...

Anyway, here are the results of the experiment:

http://isometricland.com/gearhead/gearhead.php

on: February 03, 2011, 05:19:49 pm 14 General Category / User Created Content / Updated "Additional Mecha Sprites" collection

I updated my "Additional Mecha Sprites" collection to include the original source 3D models, sprites in multiple different formats, as well as mockups done in HTML. There are now sprites in three different sizes, as well as variants in 32-bit format with alpha transparency, 24-bit format and dithered, and 24-bit format un-antialiased.

Download:

http://isometricland.com/gearhead/gearhead.php

Hope you like them!

on: September 13, 2010, 02:31:24 pm 15 General Category / General Discussion / Move wiki to Wikia? Good idea? Bad?

Any thoughts on moving the wiki to Wikia? It might generate a few additional hits, and its nice to have only one, single login account for all wikis.

There are already wikis for Angband, NetHack and probably other roguelikes there.

Bad idea? Good?
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