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Messages - Daiky

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436
Suggestions / Re: "grey" fog of war
« on: September 15, 2011, 12:34:38 pm »
That makes sense in a turnbased game I guess. Do you know an example of a turnbased game where it works like this? I'd like to try it out.

437
Suggestions / Re: "grey" fog of war
« on: September 14, 2011, 05:39:32 pm »
Proper implementation of unconscious units is planned for when the first stun items are implemented. But you normally should already get a the proper "corpse item" in the inventory screen of a dead unit.
(at least it works with xcom and sectoid corpses)

You need to make sure you've added the corpse to the bigobs.pck (and of course have created a RuleItem and used this to setCorpseItem when you defined the new RuleArmor )

438
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 13, 2011, 04:21:45 pm »
Could make for nice gametype differences:
Red Coat Gang has two possible objectives to blow up with an exp-pack randomly given to a certain unit. XCom has to defend and make sure they don't blow up either of these objectives within 15 turns.
You can also have maps with hostages(civilians) to rescue...
(And each round you can buy yourself a certain set of equipment depending on the amount of money you won the previous round. :p)

Hmm, I've seen that idea somewhere before :)

439
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 13, 2011, 02:06:55 pm »
the guys with the red shirts certainly look dangerous :)

440
Builds & Ports / Re: nokia N900 (Maemo) Port
« on: September 11, 2011, 05:29:30 pm »
nice! Maybe even worth a frontpage post?

441
Work In Progress / Re: Some thoughts for after version 1.0
« on: September 11, 2011, 12:20:55 pm »
For the first idea, you'll need to see the difference between your soldiers and enemy humans somehow. Also it will be a rather challenging mod to implement, if you look at it from a developers perspective.
The second one is a bit easier, but there is an issue with the civilian sprites, because they can not carry a weapon in an elegant way :) It would just "stick" to their body.

Also you say "after version 1.0" , but OpenXcom after 1.0 will always stay vanilla: a base for mods people develop in their own repository. You can not really say this is a minor enhancement to the game you can easely switch on/off ;) This would be more fit for the chocolate or the stracciatella mod :p

442
Suggestions / Re: "grey" fog of war
« on: September 08, 2011, 06:48:05 pm »
There is no harm in experimenting of course.
But the thread kinda got bit off-topic: the suggestion was to have grey tiles to show your current view area, so the tiles you don't see are grey, and you are aware there could be aliens hiding out of your sight.

443
Suggestions / Re: "grey" fog of war
« on: September 08, 2011, 03:05:26 pm »
Or have the commander of a race in a slightly different color, so you see the difference and know which one you need to capture.

444
Suggestions / Re: "grey" fog of war
« on: September 08, 2011, 10:48:00 am »
colorful  ;D
Too bad that you don't see any hair or skin in a flying suit.
So once you got flying suits, this way to differentiate your crew doesn't work anymore.


Once the battlefield is rendered in a higher resolution, say 1024x768, then you got the possibility to draw a soldiers' last name above his head, together with his rank (abbreviated).
That is maybe more interesting to see in one blink of an eye who is where.

445
Suggestions / Re: "grey" fog of war
« on: September 06, 2011, 08:39:02 pm »
hehe Yankes, that's great. It's a bit like how JA2 does it's different skin, hair and pants colors

446
Translations / Dutch translation
« on: September 05, 2011, 10:20:57 pm »
I started the horrible Dutch translation  ;D

447
Programming / Re: Research developement
« on: September 04, 2011, 09:51:05 pm »
btw gchevallereau, will you be introducing to us eventually? :)
Also we don't know what your plans are, and you don't know what our plans are.  It's a bit an awkward situation to be honest. I'm already starting to get scared you will take away the fun parts of battlescape core development too :p

448
Programming / Re: Research developement
« on: September 02, 2011, 04:15:14 pm »
Let me guess - you're thinking about higher resolutions? ;)
You probably don't want to know what I'm thinking :)

449
Fan-Stuff / Re: What can non-programmers do to help?
« on: September 02, 2011, 02:32:41 pm »
Q : What can non-programmers do to help?
A : Install 0.3 and do a very thorough testing of features that are implemented and report every bug - even when in doubt - to our bug report forum.

We are very thankful to the testers that have done this before, because as coders we don't always test things good enough :)

450
Programming / Re: Research developement
« on: September 02, 2011, 02:19:27 pm »
Your code looks great. I noticed you use relative coordinates to position your UI and various variables for the numbers, instead of absolute coordinates and hardcoded numbers, that's good :)

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