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Messages - michal

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1
Off-topic (Locked) / Liberated Pixel Cup competition
« on: April 14, 2012, 06:51:05 AM »
Website:
http://lpc.opengameart.org/

Quote
Liberated Pixel Cup is a two-part competition: make a bunch of awesome free culture licensed artwork, and then program a bunch of free software games that use it.

First part of that competition (June 1st thru June 30th) is for artists who will have to do art in such style:




Second part will be for devs (June 1st thru June 30th), who will use art from part one to do their games.

Maybe anyone would like to do graphical roguelike? ;) Maybe even you could organize 1MLPCRL challenge? ;)

2
Traditional Roguelikes (Turn Based) / Re: Infra Arcana r7
« on: September 05, 2011, 04:36:21 PM »
I'm also thinking about having insanity increase only when stress reaches 100%. This way may be simpler and clearer to the player. (Currently, sanity drops randomly when stress reaches a certain point.)

I like that idea ;) Also, what about useable items lowering stress? Like some medicine or something like that? Maybe also some equipment giving stress resistance?

3
Off-topic (Locked) / Re: OpenXcom
« on: September 02, 2011, 01:22:16 PM »
It's just easier to concentrate on programming using available game data files. I'm sure that in future, there will be support for replacement resources created in more modern formats (like png etc).

4
Off-topic (Locked) / Re: OpenXcom
« on: September 02, 2011, 05:14:08 AM »
After 8 months of hard work 0.3 is finally here! Be sure to uninstall any old versions first and read the Documentation carefully for any new features.

New features:

    Basescape:
        Craft rearming.
        Craft equipping.
        Purchase/Recruit.
        Sell/Sack.
        Base transfers.
    Battlescape:
        Battle turns.
        Item equipping, firing, throwing.
        Environment: fire, smoke, explosions, damage, kills.
        Unit stats.
        Inventory.
        AI Phase 1 (patrol, aggro).
    New languages: Czech, English (UK), Polish, Romanian, Russian.
    Support for custom font characters and full Unicode.
    Options.
    Platform-specific folders.
    Partial Ufopaedia.
    Externalized soldier names.
    Nag screen only shows once.
    Swapped F5 and F12 keys.
    Movable caret in text input.

Bugfixes:

    Bug in Geoscape pathfinding.
    Incorrect language names.
    Cross-platform bug when loading PCK files.
    Invisible loading errors.
    Incorrect mouse events.
    Missing strings.
    Various UI issues.
    Various translation issues.
    Bug in craft rearming.
    FPS Counter didn’t always show up properly.
    Crash sites didn’t vanish properly.
    Failing to load a game could crash the Geoscape.
    Games weren’t always saved properly.
    Monthly report didn’t show correct date.
    Crafts in base view weren’t positioned correctly.
    Music loading issues.
    Various battlescape fixes.
    Various performance improvements.

And as usual, the known issues:

    Battlescape is still in a “sandbox” mode, so missions never end and anything you do in it won’t carry over to the Geoscape. Take advantage of it!
    Geoscape sidebar isn’t translated in all languages.
    You can’t minimize dogfights.
    UFOs are nerfed to make them easier to intercept.
    Screenshots are saved in BMP since it doesn’t require libraries. DO NOT share them in this format, convert them to something sane like PNG/JPG first.


http://www.youtube.com/watch?v=Nlveh5oM9gw

5
Traditional Roguelikes (Turn Based) / Re: Infra Arcana r7
« on: August 26, 2011, 02:06:50 PM »
Really nice game :)

Somehow, i think that it may be interesting for DoomRL fans, so maybe you should advertise your game on their forum too? ;)

6
Off-topic (Locked) / Re: OpenXcom
« on: August 14, 2011, 08:26:51 AM »
The basic battlescape AI is now implemented.

http://www.youtube.com/watch?v=B4yc_Hfhubs

7
Traditional Roguelikes (Turn Based) / Re: X@COM
« on: July 25, 2011, 02:44:58 PM »
Yeah, you're right, that would probably be not x-com roguelike, but x-com 2d ;)

Btw, what about ufopaedia? Will it be included? Do you plan to use original texts or change them?

8
Traditional Roguelikes (Turn Based) / Re: X@COM
« on: July 22, 2011, 03:02:51 PM »
What about adding optional (in future of course) support for graphic tiles?

It could look nice, loot at email x-com:


Traction Edge has simpler, yet still good looking tiles:

9
Traditional Roguelikes (Turn Based) / Re: X@COM
« on: July 19, 2011, 06:14:09 PM »
Do you plan to release some tech demos / betas / etc or wait until you will finish everything?

10
Hello,

This is very good, open source project. Those guys are doing really good job with it. They are creating arpg engine / game. It's already playable. Many things can be customized in external files.





Here's hd youtube video:
http://www.youtube.com/watch?v=9PxzH-83S5U

I recommend you to try it.

http://clintbellanger.net/rpg/


11
Traditional Roguelikes (Turn Based) / Re: X@COM
« on: July 16, 2011, 08:44:35 AM »
Hello,

Your project looks interesting :) I hope you will release some tech demo soon ;)

Btw, there has already been x-com rl project, looks dead unfortunately:
http://orangescribblepad.blogspot.com/

Also, if you like x-com, you may be interested in that project:
http://roguetemple.com/forums/index.php?topic=1668.msg12302#new

12
Off-topic (Locked) / OpenXcom
« on: July 16, 2011, 08:40:15 AM »
Hello,

I see that some people here like X-Com, so let me introduce you OpenXcom. It's open source project.

You need original game data to run it.

Quote
The goal of this project is to bring back the tried and true feel of the original with none of the issues! All the same graphics, sound and gameplay with a brand new codebase written from scratch without disassembling the original executable. This should give it:

    Fixability: Play the game natively without any need for emulators or fancy hacks, with none of the limitations and bugs that plagued the original. No more 80-item-limit, personnel limits, funding overflows, disconnected facilities, broken proximity grenades, floating soldiers, etc.
    Moddability: Tweak the game to your heart’s content. Sure the original was pretty good, but maybe you just think it could be that bit better. A nicer base layout, better laser weapons, maybe challenge yourself with a custom game mode, or just put in all the crazy stuff you’ve always wanted! None of it is hardcoded.
    Flexibility: Port the game to any platform you like, put in your own resources, or use it to make your own far-fetched remakes. The code is fully documented and free to use by anyone in accordance with the GPL.

Project isn't ready yet, but progress has been huge so far.

Official site: http://openxcom.org/
Source code: https://github.com/SupSuper/OpenXcom
Automatic windows git builds: http://openxcom.org/index.php/downloads/git-builds/

You can see latest battlescape video here:

http://www.youtube.com/watch?v=kF8Z3Sl2Ceo

Some screenshots:

















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