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Messages - bullitmagnet

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1
Work In Progress / Re: Real World Weapons
« on: June 28, 2014, 11:49:44 pm »
This doesn't explain why they get a heart attack after running 100 m, or why they can't hit the broad side of the barn. :P


Lol, i'm probably mean but i actually kinda enjoy it when the weak ones just die :D i mean the biggest problem is always starting the game. crap equipment crap soldiers ect, its just two hard sometimes. Last game i played while testing my recording software (hoping to do a series or two, plus mod shocases etc) i had ZERO ufos for four missions, not one. but i did have four terror missions starting with snakemen and getting worse. so that was a bitch and a half. I have known people to ignore the lasers, which i dont i like them as a base defense gun at the very least.

They don't get heart attack. Right before they get one, their TU's are exhausted. ;)

Aaaanyway. All explanations work for me. I'm like Mulder. Believe in almost anything. :)

I belive most things about the xcom universe, it's very well done for inserting your own ideas into it. Personally, I like the idea that it would unite the world together into a unified defese force. Cos then we would have every countries armed services at disposal. I seems wierd that its seperate bases and stuff but thats just me. :D i'm picky as all hell LOL

I even have squads, usually two 4 man squads with one seargent in each when i get them but thats just me. wish i could implement some of the cover system the new one has into this but i dont see that happening at all.

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Work In Progress / Re: Real World Weapons
« on: June 28, 2014, 08:28:56 pm »
my theory on how bad they are is that they just aint trained in fighting aliens. The troops are pulled from the worlds armed services not just spec ops (i consider those that actually are some use to be spec ops LOL) so they aint gonna be great, i mean xcom is a militaristic organisation, sure its bent of defending the world and all that but they are soldiers (it says so in the purchase screen LOL) so i dont like the look of them being paintballers or anything, not that theres anything wrong with that but they dont strike me as soldiers in any repect from the look of them.

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Work In Progress / Re: Real World Weapons
« on: June 28, 2014, 06:40:55 pm »
bit more complicated than i thought then.... LOL

can someone at least make them LOOK like soldiers, those suits make them look like janitors or boiler repair men :D

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Work In Progress / Re: Real World Weapons
« on: June 28, 2014, 02:03:12 am »
so you're saying adding in extra weapons would be hard to do? Thought it would be simple (for you modding geniuses LOL) to add some new sprites and such.... i mean to increase the ammount of starting weapons

5
Work In Progress / Real World Weapons
« on: June 28, 2014, 12:24:51 am »
I was thinking that it would be nice to have the weapons changed to real world weapons from each nation that is involved in the funding screen. Be awesome to have a load out with brits holding l85a2's and americans using m4's or something similar.

I know that it dosent really fit into the xcom universe in some respects but it would me the game a little enjoyable to me. also changing the player sprites to look like they are wearing military uniforms, its always bugged me that this military organisation wear jump suits. just pure graphical stuff but would be nice.

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Work In Progress / Re: Tutorial or Guide
« on: June 26, 2014, 07:24:46 pm »
i am now able to open the pck files for most things except the one that are in ufograph bigobs...the other fikles in there i seem ok with but i cant seem to open those.

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Work In Progress / Re: Tutorial or Guide
« on: June 26, 2014, 12:41:44 pm »
i havent had much luck with it with any project i have had. I use paintshop pro or photoshop but better at paintshop pro work :)

8
Work In Progress / Tutorial or Guide
« on: June 26, 2014, 12:06:08 pm »
Can someone help with a few things? I want to edit the character sprites and some of the weapons but I am not sure what program to use to do this, other than a paint package of course. Can someone point me in the right direction?

Thanks!

9
Builds & Ports / Re: Android Port
« on: February 01, 2014, 01:00:20 am »
can I be thick (yet again) and ask how would I update. I am assuming that I would just have to overrite files with the new ones. cos I installed it with the apk , I assume that I wouldn't need to uninstall it and install it again.. I know, I know. probably a simple thng I should already know :)

I would also like to ask if anyne knos the best way to change the soldier sprites, I wanna have a go at changing the slightly daft boiler suits. I realise that this isn't the right part of the forum, but meh, I was here writing this so thought id try :-)

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Builds & Ports / Re: Android Port
« on: January 22, 2014, 08:16:27 pm »
just wanna report that it seems to work quite well on my Prestigio prime, however.. how do you cancel an action, on pc I right click, but I couldn't figure it out on android . probably mising simething really obvious lol

Great work though, love the idea of being able to play anywhere

11
Builds & Ports / Re: Porting to DS
« on: July 28, 2013, 02:22:39 pm »
Even if this can compile on the DS, it probably wouldn't run at a decent speed, at least not without some work. That said, I've been trying to do this today. So far I've only compiled individual files. Right now my main problem is the lack of openGL, as such. I'm wondering if there's a switch to make it use all SDL instead of openGL?

Awesome! I have been slowly (very slowly) trying to learn LUA as a language, while it probably wont help me do things with this, I might get a better understanding of programing etc which is something that I really want to do. I would love to help out with this if I can in some way, not sure what but, someway anyway :D


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Builds & Ports / Re: Porting to DS
« on: July 24, 2013, 05:10:51 pm »
bah....thoseare so far beyond my current level of knowlege! I am trying to learn programming and wold love to port to the ds and maybe use bith screens, no idea wht for other than show various bits of info on the top one but yeah....oh well. LOL

13
Builds & Ports / Re: Porting to DS
« on: July 13, 2013, 09:17:35 pm »
It certainly is possible, methinks.

LOL, cool.... anyone know how one might go about this, i'm just getting into game making and stuff so might take a shot at it, what could possibly go wrong? :D

14
Builds & Ports / Porting to DS
« on: July 12, 2013, 12:36:45 pm »
Hi, I'm not 100% sure this is the right section to make a request, but thought it fit better than anything else.

Is anyone intersted in porting this to the ds at all, or know if its possible. I think the DS is a good platform form a game like this (and should have many games that are similar in its life).

Thanks :)

15
Open Feedback / Re: New website design
« on: May 03, 2012, 01:57:48 am »
I'd love to have a crack at helping out some with a new site, also the new logo. I'm a web designer by trade and have done alot of site with wordpress.

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