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Messages - SharkD

on: January 03, 2013, 03:33:20 am 1 General Category / General Discussion / Re: What the hell happened to the wiki?

I meant that being hosted on a friend's server is a bad idea. Better to host your wiki somewhere like Wikia where you know it won't disappear or suffer from neglect. (Despite all the ads.)

That said, everything could be fixed easily if Kornel has a recent backup.

on: December 31, 2012, 08:45:53 am 2 General Category / General Discussion / Re: What the hell happened to the wiki?

I warned this might happen.

on: December 24, 2012, 08:52:37 pm 3 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: November 06, 2012, 11:46:23 am 4 General Category / General Discussion / Re: Gear Head Fanfiction

Awesome! I would like to read more. Any plans on creating additional chapters?

on: September 08, 2012, 04:14:14 pm 5 General Category / User Created Content / Re: GH2 Loading Screen Submissions (part deux)

I've been tweaking this scene again. I'm not entirely happy with it.

on: August 24, 2012, 06:14:47 pm 6 General Category / Game Mechanics / Re: [GHP] A monster!

IMO an Action Points system isn't quite the right thing for Gearhead, but the idea definitely merits some serious consideration. I'd love to see movement and actions be handled separately (or just handled better in some other way). It's just kinda hard to figure out a system that accomodates that and is still not a pain in the ass for things like walking around in a city or dungeon :-\


There are a few examples of games that use Action Points we could look at. Front Mission and MissionForce Cyberstorm come to mind.

On one level, it's pretty simple to deal with this; you just have one clock for the PC's reaction time and another for the mech's motion. Each time the PC's reactions are ready, they can shoot or change speeds or directions or whatever. The mech motion proceeds independently, moving from square to square at whatever speed the mech is able to manage. You need multiple clocks anyway for multiple weapons waiting to be ready.


My idea was to have one clock for movement actions and another for combat actions. Movement actions could occur either at every n ticks, or at every square regardless of how little or much time it takes to reach the next square. Combat actions could occur whenever a weapon cools down and becomes available with maybe a short mandatory resting period between each shot.

That said, if anybody was willing to make the change to a 100% action-point tactics game, I'm all in. The big differences would be as follows: There'd be a distinction between "combat mode" and "travel mode", at least as far as the UI is concerned. No more facing, which means that "paper doll" style characters + mecha would finally be possible. Weapon ranges would be greatly reduced; a single map could hold multiple combat encounters, leading to more complex missions/scenarios. I see it as something like "Super Robot Wars" meets "Dungeon Monkey Unlimited".


I'm not sure what you mean. Why would there be no facing? And why should the combat and travel modes be distinguished? I know there are games that limit you to one movement action followed by one combat action, but there are others that allow you to perform any action as long as you have sufficient points, and make facing important.

on: August 18, 2012, 08:31:16 pm 7 General Category / User Created Content / Re: SharkD's GearHead Game Sprites! (version 2.4.3)

Update to version 2.4.3. I added a few new floor sprites in this version.

Binary: http://www.mediafire.com/?psvi4dd013j13v8
Source: http://www.mediafire.com/?858a6wthqaarsoh

on: August 13, 2012, 11:01:45 pm 8 General Category / Game Mechanics / Re: [GHP] A monster!

I would still like to see Action Points in a GearHead type game. Otherwise, just make sure that movement actions and other types of actions are handled separately.

Also, Jagged Alliance 2 handled line-of-sight a bit differently: each square contained a three dimensional grid of boxes that roughly matched the shape of the object contained in the square. If a projectile hit one of these little boxes it was counted as a hit. (Or vise versa for obstacles blocking line of sight.) This way you could have objects that were really thin or very short or some other odd shape and it would be taken into account by the calculations.

My 2 cents.

on: July 28, 2012, 09:56:52 pm 9 General Category / Announcements / Re: Gearhead Prime: tech demo

Ick! I need to re-do those floor tiles.

on: July 22, 2012, 01:44:19 pm 10 General Category / Announcements / Re: Gearhead Prime: tech demo

Wow, that sounds really cool! Do you have any screenshots or a download link?

on: July 08, 2012, 12:16:43 am 11 General Category / Announcements / Re: GearHead: ArenaR First Release. Merry Christmas!

Where is peridot by the way?

on: July 02, 2012, 08:53:20 pm 12 General Category / Game Mechanics / Re: Mech movement system?

What about multiple actions at the same moment? I.e. if the reload time interval for two weapons is the same, then one should be able to fire both weapons simultaneously, no? Or, how about a "Fire all weapons" command instead?

on: June 16, 2012, 02:43:19 pm 13 General Category / User Created Content / Re: Interface designs

Wouldn't it also be better to show HP, SP and MP as fractions too? For instance 14/20, 12/16 or 11/22.

on: June 07, 2012, 08:57:42 pm 14 General Category / User Created Content / Re: Interface designs

FYI, "chrome" is a generic term used to describe parts of an interface surrounding the content. It's not meant to be taken literally.

on: June 07, 2012, 08:43:06 pm 15 General Category / User Created Content / Re: Patch to Display Inventory Weight and Carrying Capacity

Could you create a less blurry screenshot of the SDL interface? I need it for my UI mockups. Thanks!
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