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Messages - Nikita_Sadkov

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241
Resources / Magic & Mayhem Graphics Dump
« on: March 06, 2019, 11:45:33 pm »
I wrote the graphics and map decoder long ago, when had an idea of making open source engine remake. Here is the creature and tileset dump
https://ufile.io/hgeev



242
Resources / Re: SideQuests Sprite Rips :)
« on: March 06, 2019, 11:35:19 pm »
Thanks, to the bank it goes.

...so, is this General Sprite Rips thread now? If SideQuests is OK with it, I would share something too, but perhaps we should go somewhere else.
Ooops! Haven't noticed that this is a personalized thread :( Thought is a side quest to scavenge assets, because creating a separate thread for each sprite would clutter the forum and the resources will get lost, and there aren't a lot of isometric assets available in open.

243
Resources / Re: SideQuests Sprite Rips :)
« on: March 06, 2019, 08:17:22 pm »
Please do, X-Com doesn't have attack animations either. :)

PS. "Dinotopia" means "a terrifying place"... :D

Ok. Here is the complete graphics/sounds dump from Dinotopia and Faery Tale 2:
https://ufile.io/xs3jq

Hope it will be useful to somebody.

244
Resources / Re: SideQuests Sprite Rips :)
« on: March 06, 2019, 07:15:54 pm »
A few tiles from Dinotopia. If you want I cant also rip Dinosaur sprites. But they don't have attack animations, because it is a non-violent game :D


245
Offtopic / Re: XCOM Inspired Fantasy Game
« on: March 06, 2019, 11:54:04 am »
it only emphasizes why great games are not ever done by big or even medium-sized studios.
Yeah. That Terry Green also designed other cool and innovative games, such as http://www.terrygreer.com/xenomorph.html (a System Shock style game long before System Shock). https://www.youtube.com/watch?v=QKVNnnqyuZY

It was an obvious inspiration for System Shock, down to soundtrack.

246
Offtopic / Re: XCOM Inspired Fantasy Game
« on: March 05, 2019, 11:07:53 pm »
Some interesting notes from original XCOM Apocalypse developer:
http://www.terrygreer.com/xcomapocalyse.html
Quote
The editor was an updated version of the one used for the earlier xcom games.

Every tile was designed to occupy a volume of space. Many tiles had multiple versions showing a succession of destroyed states.

In the description off each tile there was a series of properties such as ‘health value’ and ‘destroyed tile type’. when the health value was eroded away the tile would then be replaced by the ‘destroyed tile type’ (which in turn could have its own health and destroyed type). Chains like this could be as long or short as required. Tiles could of course also bed invulnerable.

This approach meant that potentially anything in the map could be blown apart and destroyed. This was made even more true in Apocalypse as tiles could also be flagged as supportive, and if a supportive tile was destroyed then those above it could also fall.

 

Tiles were complex data structures. Each one also had a reference to line of sight definition – this was a simple 4x4x4 grid – a sort 3d texture – where each cell was either solid or empty. There were a relatively small number of these solid line of sight definitions, but enough to approximate the 3D shape of any shape of tile created. This meant that the world was effectively broken into a 3d voxel grid where weapon fire could be accurately ray-traced. It was a ball ache to set up initially, as every tile had to have a line of sight definition assigned, but really made life easy later on as collision in game then became automatically generated from the map editor.

It was a genius approach, especially in the years before decent 3d raytracing – and one of the key identifying features of an xcom game. Players always loved being able to snipe enemy forces from right across the map through a couple of windows or blown open walls. It’s also a technique which I think useful to reinvent for use in conjunction with true 3D worlds and can think of lots of good mechanics you could use them for.

 

While some mission maps were hand crafted (especially apocalypse and the end missions of every game), many other mission maps in XCom games were made procedurally (especially in the earlier games).

 

The procedural rules would:

  1. Decide on the location type (e.g. farm, port, city etc)

  2. Then, using a look-up table specific to the location type selected a look up table would let a number of small hand crafted sections be chosen at random (though rules would restrict how often each piece could be chosen).

  3. Mix together these sections (with simple rules that specified which sections could be adjacent to which other sections).

The result was a vast number of possible layouts – for all intents and purposes near infinite, and unique to each user.

The procedural nature of these maps made the games feel more personal to each user.

The recent remake eschewed this approach and instead went for a large number of hand crafted maps instead, although with random starting points (which was a shame).

Sadly I don't have screenshots of the tools we used for these isometric games

Were these tools ever made public? Or maybe their code was left in the game's executable?

247
Offtopic / Re: XCOM Inspired Fantasy Game
« on: March 05, 2019, 10:47:36 pm »
Original XCOM engine had somewhat intricate sprite format, requiring artist to carefully split sprites into into multiple cells. That was especially annoying with larger objects, like trees or tanks (dunno if Gollop had some cool algorithm to do that automatically). I just use free form sprites, leading to more complicated draworder algorithm, especially when most humanoids have a height of 2 cubes. I also limit movement direction to north,south,west,east, which requires me to draw sprites only in two directions. Still a lot of routine work.

248
Resources / Re: SideQuests Sprite Rips :)
« on: March 05, 2019, 02:03:02 am »
Also, some sprites from Darkmere
https://ufile.io/de2mw

don't ask me where I got them.



249
Resources / Re: SideQuests Sprite Rips :)
« on: March 05, 2019, 01:57:36 am »
Here is a more complete Harry Potter rip: https://ufile.io/cr8mj


250
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: March 03, 2019, 04:27:23 pm »
Well, I'm on the other hand planning the opposite - to introduce the interceptor screen, but in modified form, and use some magic/beasts/steam-punk flying vehicles. Like i.e. that iconic giant eagle from Golden Axe, or flying castles from Chrono Trigger. Just watch this classic movie: https://www.youtube.com/watch?v=gzs3Z4UeVEQ

251
IDT Modding Hub / Re: FOXC - Fantasy OpenXcom
« on: March 01, 2019, 09:05:51 pm »
Cool! And sectoid goblins really cute :D

I actually already made a game similar to what you're doing: https://openxcom.org/forum/index.php/topic,6791.0.html

Although it uses its own engine, originally started as reverse-engineering of Magic & Mayhem (another amazing Gollop's game), but then it turned into a standalone game, and after that real time elements locked into turn-based mode (before that i). There is also no RNG. But I still have geoscape, but instead of UFOs there are now dungeons with items, spells and other loot. Instead of different weapons there are just different creature types, player can hire when planning a mission or during a mission (say in a tavern in a city).

Would be interesting to see how you implement a fantasy setting inside original XCOM engine limitations. Because I surely cant imagine that!

252
Offtopic / Re: XCOM Inspired Fantasy Game
« on: February 28, 2019, 09:49:53 pm »
Done collapsing terrain, killing units caught inside and giving fall damage to the ones standing on top. Still needs some proper animations. IIRC, collapsing multi-floor buildings were major feature of XCOM Apocalypse. I haven't seen them in any other game.

253
Offtopic / Re: XCOM Inspired Fantasy Game
« on: February 25, 2019, 02:38:14 am »
Does it mean we can blow up parts of the map to drain water? :)

Yup. It would also allow randomly generating puzzles, if water reservoirs are placed randomly. Although soil is really explosion resistant material, unless it is really heavy explosion leaving a crater, so currently I have limited terraforming only to the imp unit, which also digs passages, builds ladders and bridges. In XCOM game that would be a soldier with a shovel (I'm surprised OXC havent implemented trench digging yet). The flood/cataclysm spell was a little overpowered, so I had to reduce ranger and implement accretion time, so AI will have a few turns to move out of the way.

Here I imp below digged under the river, redirecting the flow and drowning in the process.

254
Offtopic / Re: XCOM Inspired Fantasy Game
« on: February 24, 2019, 01:45:00 am »
Ooookay. One huge update. Dunno if you people can implement the same in OpenXCOM  :P I'm sure in one thing, with XCOM style map cell format you will have to use different approach.

Version 0.9a changes:
- Smooth fog of war, due to multiple requests. For some reason people were really annoyed by contrast square fog tiles   :-\

Version 0.9 changes:
- Dynamic Water.
- Cataclysm spell to flood your enemies and open a passage through waters. Finally you can play as Moses!
- Tornado spell, which scatters units and removes mist.
- Proper time system, instead of abstract turns. Now every turn models real life hour.
- Night time: every 8 turns out of 24 turns day, from 22:00 to 6:00. Undeads have more defence at night, while units without darkvision have reduced sight.
- Rain, which extinguishes flames in outdoor areas and prevents the use of fire spells, like firestorm and fireball. Units inside rain get -1 to sight.
- Proper wood bridge tile, instead wooden floor.
- Fixed fog sight bug, when cell below or above give units cant be accessed inside fog.
- Fixed bug with invalid empty check, affecting several spells and leading to potential crashes when one creature teleports into another creature.
- Fixed crash hiding drowning unit.



255
Offtopic / Re: UFO:EU-inspired story
« on: February 19, 2019, 03:18:02 pm »
It was published in January-April of 2006 in Russian magazine "Best Computer Games". http://lki.ru/text.php?id=644

I remember hacking LKI's site a few times back in 2006, dropping DB, posting on forums from admin accounts and otherwise messing with it. They got mad, reported me to police. But Russian police reacts only when you criticize Putin online. Still good memories.

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