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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - GenBOOM

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Mods / Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« on: February 20, 2015, 10:33:39 AM »
I use WinRAR this site has a lot of other free programs as well.

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Suggestions / Re: How to get a non-exploitable time pressure on combat
« on: December 07, 2014, 04:53:17 AM »
I don't claim to know a whole lot about mechanics or anything here, so this may be a bit out of the box, but this is an idea....

What if instead of a time limit there was a functionality limit based on how many supplies the ship is carrying at the moment?
Similar to how a ship has a minimum crew to operate, a minimum supply to function effectively during combat would make more sense to me.

-Each ships has a % of their supply dedicated to CR and ship functionality. Once that % of the supply is gone, due to repairing/reloading/managing flux (not based on time), the functionality of the ship begins to degrade rapidly.
-Bigger ships have more supply and can repair their ships more effectively for longer.
-Discourages fighting just anyone, because sometimes it won't be profitable to fight at all. Not all fights have to be profitable, but there would still be the benefit of eliminating your opposition.

Example:
100 supply total, 10 supply dedicated to CR and once that 10 supply is "eaten" during combat due to repairing/reloading/managing flux (not based on time), and you can't maintain CR because readying supplies for all these things takes time.

I think this would still encourage players to do all the right things without putting a definite number on combat time. Instead of creating a super massive fleet or an extremely modified all in one ship, it will be more about how well you manage your fleets logistics and how efficient you can make them as a whole.
This could make a lot more sense once industry is added into the game.

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Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 24, 2014, 03:54:38 PM »
Here's something I threw together this morning (pretty unrelated to SS, but whatever). Tried a more "painterly" approach, but I have absolutely no idea what I'm doing... Not posting the reference because it makes me look bad lol (Didn't trace this one, but perhaps I should have.  :-[)
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awesome man, I'd redo some of the shading on the eyes and the lips cuz they look a bit off and could use slight tweaks, but other than that its good

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Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 15, 2014, 01:19:17 PM »
Well, first real novel sprite, excepting the Kobold, in a while; this one is my first real go at bashing together sprites.

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A shot of her in game:
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I love that color scheme, the red-brown with teal goes so well, I never would have expected that to be a good combo

although I do think the teal hull is overly bright, backend shading might need another pass?  :-\

looks really good  :o

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Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 05, 2014, 12:19:36 PM »
Very well done! Feels a bit dark maybe?

I agree, looks really good  :) you got so much detail on this thing

that shading tho  :-\
those super darkened med / large turret mounts look a bit odd...
the two support beams with the green lights on them could use more aggressive highlights...
the front is very dark as well, its hard to tell where the light source is, I'd suggest doing another highlight pass on the front as well...

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just gotta say, this is totally awesome

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If you need mic boost, livestream, or just reg video recording I'd recommend http://obsproject.com/  ;D

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nice post  :)

prolly should have posted this on youtube comments...
your mic is very quiet, have you turned up to max and its still not loud enough  :-\

usually I have to turn videos down, so your mic is much lower volume than avg youtube vids just fyi

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Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 03, 2014, 10:08:03 PM »
Made some stuffs, just an excuse to try something more different than usual.

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wow they look amazing  :o so much detail and I like the style  :)

only thing bothering me is for some reason the lighting looks off on the cylindrical engines on the smaller one...idk, back just seems odd to me  ???
the opposite happens on the big one as well actually, bit of a dark splotch...

otherwise very awesome stuff dude

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Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 22, 2014, 08:49:04 AM »
Its not a whip. Its a tentacle animation WIP (work in progress) :)

And its looking pretty fantastic. From my perspective i would just only smooth the borders of the tentacle.

thats the last time I post something when I'm half asleep.

lol  :-[

11
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 21, 2014, 04:12:37 AM »
ENHANCE!
revamped onslaught/quickie paint job on top
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.gif comparison
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I think I overdid the shadows a bit, but ehhh...

I like it  8)
think the shadows are fine btw, gives the ship a depth that just wasn't there before. has the feel that its one massive chunk of metal, as it should

12
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 13, 2014, 07:03:42 PM »

Tried to kitbash Distant Worlds and Starsector, got this:

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SICK  ;D

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Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 02, 2014, 09:16:33 PM »
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ahhh man, my fav color!  :o

I like what you are doing there,
keep up the good work  ;)

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Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 31, 2014, 11:01:33 PM »
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me like.  :o

has a lot of transparent pixels tho, prolly wanna fix that  :-\

15
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 25, 2014, 03:08:14 AM »
@ mendonca

those new details look pretty awesome.

....don't usually post but I would suggest a few things:
-blending of the highlighted bright areas on the ship (seem a bit pixelated imo)
-the left front and left bottom and middle bottom are shiny white gradient bits, I think looks too much like an obvious white gradient, also needs better blending
-shading of the left / bottom bits is hard to understand as it gets dark towards the edge of the round part of the main hull, then brighter near the external stuff
-the turrets could use more blending to the hull of your ship

hope this helps you figure stuff out ^.^

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