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Messages - Thermite

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31
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 21, 2020, 11:16:31 pm »
X-COM facing so much red tape makes sense if you think about it from a juridical-intelligence perspective.

X-COM is something never seen in world history : A beyond top-secret worldwide intelligence agency slash investigation bureau slash black ops special forces military outfit.

Jurisprudence: Every single inch of Earth's surface.

Its FBI + CIA + NKVD + Interpol + Special Forces. Also, the capability of research in every area of science and manufacturing equipment.

Imagine, if you will, in a normal context, the FBI caught five guys armed to the teeth in New York, shooting a bunch of "perfectly innocent civilians." With assault rifles and military explosives. One guy is from Iran, the other is from Russia, forth is from China, fifth is from Venezuela. All your data says those guys served the police/military/intelligence agencies of those countries.

Something like X-COM would be a legal and international law nightmare.



Enviado de meu moto e5 play usando o Tapatalk

Without considering all the politics behind that chaos. Imagine the fighting and finger pointing that would happen in the global political stage, I bet wars would be fought over because of the incident.

32
Offtopic / Re: XCOM Inspired Fantasy Game
« on: May 18, 2020, 03:57:05 am »
Yes.

Consider the following ship sprite (taken from my game). In a proper z-buffered 3d engine importing the ship into the game is as simple as breaking it into elements, assign them proper Zs and just passing to the engine. But in the original XCOM or in say Magic & Mayhem, you will have to break this ship into cubes or similar boxes (together with complex geometry objects, like the rope ladders and the masts with sails). Obviously will still have to devise some way to hide occluding items, even with the true 3d objects. So most 3d strategy games (i.e. Starcraft 2) and RPGs are actually 2d, having just a single layer, to avoid the confusion. XCOM/Dwarf Fortress like games open a pandora box of problems.



Time to learn Blender then...

33
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 18, 2020, 03:52:06 am »
What are "old crop circles"? Is there another type of crop circle mission I haven't seen yet?

It is a random event where XCom misses a crop circle and receives a point penalty because of it.

34
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 18, 2020, 03:49:04 am »
Sure, I'd appreciate that. Please make a commit.

We could, I guess... It's a case by case based thing.
(And is only an issue due to the Tech Tree Viewer, these things shouldn't even need a string.)

Yes, it is a bug.

Oh, also, if handcuffs are still consumable, you could use zip ties instead, since they can be used to restrain individuals, are relatively cheap to buy and them being disposable makes sense, since you need to cut them to set people free (once they are inside a prison cell, of course  ;)).

35
Suggestions / Re: Mirrorred sprites/mirrorred sprite functionality?
« on: May 18, 2020, 03:35:12 am »
Reason is that you can have only two real walls per tile in OXC, and door are wall that toggle between two possible position of wall.
But I don't want two doors in a single tile, but actually that any tile/wall can have their functionality and appearance mirrored.

So, for example, take this ASCII image:

*****
*+***
***+*
*****

It would look like this mirrored:

*****
***+*
*+***
*****

What I want, basically, is,if there is a tile/wall, it has a boolean value that will determine how it is rendered (isMirrored, for example). so instead of rendering like it normally would, it would be rendered as a mirror. It's functionality would also be mirrored, so instead of opening clockwise, the door would be opened anti-clockwise.

36
Suggestions / Re: Mirrorred sprites/mirrorred sprite functionality?
« on: May 13, 2020, 12:05:29 am »
Not feasible.

Please don't make me explain why, it's complicated.

I would like to know, though...
:V

37
Offtopic / Re: XCOM Inspired Fantasy Game
« on: May 13, 2020, 12:03:02 am »
Actually, Unity has this thing called hardware Z-buffer and each sprite texel will get a camera Z, which would solve your z-sorting problem without much effort (your will still need to set up a proper orthographic projection).

I don't use Z-buffer, but instead actually sort sprites by a specially crafted Z, and then apply seveal tricks, so larger sprites, like dragon, wont have wings clipping through the ceiling, and multicell sprites, like say a dinning table, would be correctly drawn before the items stand on top of them.

Similar method (but only with neighborhood sorting) was apparently used in Ultima 8, while Magic & Mayhem had some tricky hacks. As a rule of thumb, when isometric game has more than 1 z-layer, expect a lot of ugly hacks, unless you use actual 3d hardware.

So, to Tl;Dr; it: make a 3D game, with only one view point and a layering component, that it will work out better?

38
Suggestions / Mirrorred sprites/mirrorred sprite functionality?
« on: May 13, 2020, 12:00:13 am »
Something I noticed, and it bothers me, is that, in some missions in the XCF, some of the factory buildings have double doors, but those doors are treated as two individual doors, instead of double doors, so they always open to the same side, even when it doesn't make sense to. So I am proposing that tiles have a property to be rendered mirrored, including their behaviour during gameplay, so double doors can, not only be opened individually, but also be opened in a way that would, also, allow 2x2 units to move through it, since it is quite bothersome when you have enemies stuck inside warehouses that they could, easily, leave from in real life, just because the doors are wrong.

39
The X-Com Files / Re: The X-Com Files - 1.3: Sanity Check
« on: May 12, 2020, 11:51:39 pm »
Yeah, but as it is, you get crop circles indefinitely. When I decide to remove this mission after a certain months has passed, I'll do the same with this event.

I mean, at a certain scale, not finding out a crop circles happened, doesn't make sense, since we are a gigantic organization at that point. Maybe add a bigger penalty for each promotion or disable "old crop circles" entirely after promotion 3 and make crop circles missions more prevalent?

40
The X-Com Files / Re: Very Early Weapon Balance, take two (1.3)
« on: May 12, 2020, 11:19:51 pm »
Ah, so my above post may have been correct. 8)

I've gone beyond your assumptions, though...
WAY BEYOND.
Remember about control.

41
Offtopic / Re: XCOM Inspired Fantasy Game
« on: May 12, 2020, 12:09:05 am »
If you don't want to use an engine, there is a high chance you won't achieve anything beside wasting time, and maybe learning a few basic OpenGL things. So I suggest you to use Unity, not Unreal or Cryengine, but Unity since it targets small teams and even single devs. With Unity you just import your assets and write gameplay code, instead of wasting man-years on all unimportant stuff. Moreover, OpenGL is slowly being pushed out by Vulkan, which is even harder to use, especially for newbies, and designed to be a part of an engine, maintained by a team professional graphics programmers.

I personally use SDL2, but that is because the game is 2d and I'm developing my programming language Symta first of all, and as of now it has barebone floating point support (i.e. no unboxed floats). Yet I still plan to integrate with Unity in the future, when the language becomes stable enough. Since I still use a few 3d effects, but software triangle rendering a bit slow, even on modern hardware.

TLDR: go with Unity.
I wanted to do something in the same graphical view as original XCom (a fixed POV with different layers causing the impression of depth), does Unity works well with 2d games?

42
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: May 12, 2020, 12:03:40 am »
Solarius, I found a few bugs, but they are quick fixes, do you want me to do them?

Things like missing entries, mismatched alien types and what not.
Also, I would like to propose we change the name of the research prerequisites to something more meaningful, like "alien medic interrogated" instead of "medi-kit prerequisite".

43
The X-Com Files / Re: Very Early Weapon Balance, take two (1.3)
« on: May 11, 2020, 11:54:45 pm »
Hi Thermite!

Also, wtf.

A tip for you:
It all begins with gravity

44
The X-Com Files / Re: Black Lotus' Freakin' Ninjas
« on: May 11, 2020, 11:46:08 pm »
I use a lot of smoke all the time, which helps a lot when ninjas come along, because they aggro very little and go in trickling one at a time.

45
Offtopic / Re: XCOM Inspired Fantasy Game
« on: May 09, 2020, 11:27:39 pm »
If you don't want to use an engine, SDL2 for c++, don't know about c#. If you are fine with using an engine, Unity for c# and unreal for c++

I was thinking of doing all the work, engine included...
Will look into SDL2.
Thanks luv.

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