Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - pmprog

Pages: [1] 2 3
1
Offtopic / Super JumpKick Turbo
« on: September 15, 2015, 10:27:35 am »
Well, I've finally released a game... I've had this for a while, was trying to find some more suitable graphics, but end up just decided to drop it out as is.

It's a simple DiveKick clone (a two button, one hit ko fighting game, if you've never heard of it).

https://github.com/pmprog/SuperJumpKickTurbo/releases/tag/v1.0

Runs on Win and Linux, and has netplay

2
Work In Progress / [Craft Weapon] Laser Cannon Pro
« on: August 07, 2014, 01:37:07 pm »
So I've been playing a bit again, and I'm playing a no-plasma Veteran game, which is so far going pretty well. However, I'm woefully outmatched by the larger UFOs, so I decided to create this.

I've not used it yet, so it might need some balancing, but basically it's a researchable modification to the laser cannon, which will allow you to lower the damage output and refire rate, but increase the range and accuracy.

Research is quick and cheap, but manufacture and costs are the same

All the graphics and ufopaedia data are same as the laser cannon.

BTW - When I tried to add a STR_LASER_CANNON_PRO_UFOPEDIA string, it wouldn't load my mod, something about an illegal tab when looking for indentation. Always on that line, even if I retyped it; so I just removed it...

3
Open Feedback / v1.0 Release Build
« on: June 14, 2014, 08:11:41 pm »
I got the x64bit zip download, and when I run OXC, it tells me that libstdc++-6.dll is missing, but the game still continues anyway.

Out of curiosity, how come the git builds were statically linked, but the v1 had a bunch of DLLs?

4
Open Feedback / Fuel Percentage
« on: June 08, 2014, 09:07:55 pm »
Just watching MetalCanyon's LP
https://youtu.be/fNEh7dGAkBw?t=4m57s

and at 4m57s, he picks AceTheBrave and it says "Low Fuel", but it says below "Fuel : 97%". This doesn't make sense. Should the number be inverted? (100 less % shown)

5
Suggestions / User Data Paths
« on: May 31, 2014, 05:22:23 pm »
I have the /user/ folder under my openxcom game folder, which I prefer to it saving in my profile area.

However, one thing I wanted to do, is sync my save games via my ownCloud server; but the problem is, the saves are in the same location as the options. So if I were to sync my saves, I'd also transfer my options across - and whilst some settings (such as pathing etc.) is good, the resolution on my devices differ.

Would it be possible to have an option to let me change my saves directory to /openxcom/saves/ or /openxcom/user/saves/?

6
Offtopic / XCOM Intro Remix
« on: February 28, 2014, 11:02:46 pm »

7
Offtopic / Another XCOM Project
« on: July 25, 2013, 04:22:54 pm »
Stumbled upon this on GitHub
https://github.com/jshamash/psalmon-xcom

No idea of progress, I don't have Unity3D installed at the minute

8
Work In Progress / Mods active in Save?
« on: July 14, 2013, 10:22:31 am »
So I was thinking, as you enable mods in the game config, does that mean you need to leave them active when you load a saved game that was using them?

9
Suggestions / New Battle Game Inventory
« on: June 25, 2013, 02:50:00 pm »
I was wondering if we could have an "Empty Cargo" button when equipping the ship for a New Battle. I guess if it appears ingame isn't a problem either. As I found it time consuming to remove all the quantities to load up what I actually want.

10
Suggestions / The last alien...
« on: June 21, 2013, 09:48:34 am »
So I saw this thread: https://openxcom.org/forum/index.php/topic,1323.0.html

and it reminded me of something that was added to the Firaxis XCOM game, and that was an indicator in which it hinted the direction of the aliens, I thought it might be handy for OXC. Here's how I think it could work:

There's a counter that has "Number of turns since last alien sight", when an alien is spotted, this is reset, otherwise it counts up on each of your turns.
If it reaches a predermined level (probably about 4), it shall pick a random live alien, and find the closest XCOM agent to that alien. Focus on the agent, and then provide some visual indicator of the direction.

This will be especially useful when TFTD comes in, because those maps are huge by comparison

11
Work In Progress / [Idea] Dr. Strangelove
« on: June 14, 2013, 01:13:00 pm »
I've still never seen this film - I did record it off TV but yet to watch it

Anyway, everyone knows about riding missiles, and I thought it might be a cool mod if you could ride the blaster launcher whilst it's travelling through waypoints, and use the right mouse button or something to "jump off" before you reach your destination and die horribly along with everything else.

Unfortunately, this mod would need more engine changes, thought I might throw it out there in case some crazy person thought it was a pretty nifty idea ;)

12
Suggestions / Windup
« on: June 14, 2013, 12:57:47 pm »
Okay, so whilst I was on IRC the other day talking about the UAV stuff - specifically transferring TUs to the UAV - I was wondering about the following thing:

BattleItem class has a "WoundUp" value (not to be confused with "wound" as in injury, stupid English)
A "Special Ability" is added to the item saying it supports winding
When clicking the item in the hand, you have the usual items (Launch/Fire/Throw/etc.), but you also have "Wind Up" or something similar

The WindUp action would update the WoundUp value - and can be done over multiple turns etc.

Then per-item, you use the Wound value somehow-
ie, for Grenades it could be blast radius or damage, for the UAV it would be TUs allowed

It's a bit of a crazy idea, and doesn't really have any use in XCOM as-is, but thought it might be useful in mods :)

13
Work In Progress / UAV Mod (was: Projectiles giving "Vision")
« on: June 12, 2013, 02:50:11 pm »
One of my mods I'm thinking of making is a MicroUAV, using the blaster launcher code to set waypoints, but no payload. However, as I was thinking about this, I would need the projectile as it moves to grant "vision" to the player as if their unit was stood at each tile it travels through.

Would this be possible to do? I appreciate it would probably require some engine changes.

Did the blaster launcher have a range limit, or could you use 10 points back and forth across the map? I need to find a way to keep it somewhat nerfed so that a UAV/BlasterLauncher combo isn't too overpowered.

Edit: Do I remember if you can set the number of waypoints in the ruleset? If so, that would be sufficient I think

14
Offtopic / XCOM Post Mortem
« on: March 28, 2013, 10:29:29 am »

15
Suggestions / Reported Sightings
« on: February 23, 2013, 05:46:32 pm »
One thing I thought might be an interesting addition to the Geoscape is kind of like a news feed that pops up saying things like "UFO sighted over South Asia", not all the time, and doesn't show you where the UFo actually is - you'd have to send a craft out and use it's radar.

It just seemed a little weird to me that being in charge of saving the world, surely somebody would call you up when they see a UFO.

Pages: [1] 2 3