Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sproginator

Pages: [1] 2 3 ... 239
1
Mods / Re: BattleFarer Forever [v 0.3]
« on: May 09, 2020, 03:23:42 AM »
Oh hey this is a blast from the past! There have been some changes, but for adding ships/factions check out this: https://starsector.fandom.com/wiki/Intro_to_Modding

Its relatively comprehensive for the basics.

Oh fabulous!
I'm not even sure if my ships, weapons, variants and systems will even import into the game. Let alone anything else haha

2
Mods / Re: BattleFarer Forever [v 0.3]
« on: May 08, 2020, 03:17:01 PM »
So, This is a very VERY old thread and a surprising necro from me.
I've been keen, in the last couple of days, to look back into Starsector and, importantly, this mod.
Would anyone be able to point me in the way of some new modding guides & perhaps some example mods that I can tear into :)

3
Discussions / Re: Asteroid Fight - Action-RTS: Call for testers!
« on: July 15, 2018, 06:30:07 AM »
Looks great! I'll give it a look!

4
Modding / Re: Custom Trail Script (Nicke's Toybox)
« on: June 30, 2018, 03:30:00 AM »
These.Look.Incredible.

Good work!

5
Discussions / Re: I’m working on a game, finally.
« on: March 04, 2018, 02:44:19 AM »
I look forward to a progress update :D

6
Discussions / Re: I’m working on a game, finally.
« on: January 03, 2018, 10:31:35 AM »
I might look at things like that as I get further along.  I get what you're saying there, but I think the balance is between keeping everything visually clean (this is a game where seeing all around you is super-important) and making the feel good.

One option might be to have a small UI that follows the character and shows minimal information (health / energy left, ammo left, if appropriate) and have the bigger things (like which piece of Equipment you're using) out on on the corner edges.  I think players need that information, and it's not taking up a lot of space atm.

I've just finished up the main game loops; the player can start the game, get killed, restart the game, pause the game, unpause.  Still working on structural stuff like this to make the whole thing playable and then it's finally time to worry about introducing some mechanics to make it (hopefully) Fun and starting to add a little more content.

Sounds great man! Can't wait to keep following the development :D

7
Discussions / Re: I’m working on a game, finally.
« on: December 20, 2017, 05:40:14 AM »
May I recommend making the UI more around the character? Like a kind of floating system. Games such as these look so much more eerie with the UI as part of the character :)

For instance, Have the currently equipped weapons name showing next to the character as floating text. Indicate HP via a blood splatter filter over the screen. Stuff like that

Apart from that, Love it so far!

8
Discussions / Re: I’m working on a game, finally.
« on: November 16, 2017, 09:07:29 AM »
I think I've figured out how to do the Rouge-like part, Teleglitch-style.  I have written the beginnings of a room editor and copying system that should <fingers crossed> allow me to copy-paste new rooms, hallways, etc., etc.  into the gameworld without major implementation problems.  It's not working quite yet, but I think I'm on-track.

After I get that working... I guess it's time to make some decisions regarding scales of things (namely, main-character size, hall sizes, etc.)- once set, it'll be hard to change without major problems.  One of the many limitations of building a system like this is that enemy sizes are, of necessity, limited; huge things can't traverse small hallways.  But huge hallways and huge doorways will feel wrong.  One solution is to limit huge things to big rooms; if this system works as intended, then that should be possible.

Sounds like a fun game! Might be worth looking into Multiplayer capabilities for this too :) I'd love to play this kind of game with a friend :D

9
Discussions / Re: Angels Fall First
« on: July 07, 2017, 01:42:22 PM »
Been playing this game on singleplayer a whole lot recently. It's a very well polished game, I just feel like balancing would be good :)

10
Discussions / Re: Infested Planet
« on: June 15, 2017, 03:13:10 PM »
A fantastic game. Great artwork and perfect gameplay. Solid way to keep yourself occupied in between "Main Games"

11
Modding / Re: I need help with mod.
« on: April 01, 2017, 10:54:52 AM »
Thank you all for help.   ;)

I've made this to work... somehow.

Don't be disheartened buddy! Even experienced coders struggle with Syntax issues from time to time :)

12
Modding Resources / Re: STARSECTOR Ship&Weapon Editor (v2.7.0)
« on: December 15, 2016, 12:24:56 PM »
I don't post often, But this is truly a great addition to the Starsector Community. Very well done to you and I look forward to seeing what else you can do with this :)

13
General Discussion / Re: Ships now break apart!
« on: October 07, 2016, 03:02:13 AM »
It would be neat if there was a small chance for a gun on one of the exploded parts to continue firing aimlessly for a second, then having it short out or explode.

That'd be sick

14
Blog Posts / Re: Orbital Stations in Combat
« on: September 24, 2016, 12:54:06 PM »
Much excite

15
Discussions / Re: Void Destroyer 2
« on: September 06, 2016, 06:36:57 AM »
His sequel is a kind of open world RTS hybrid. The first game will never be done because Paul is kind of a perfectionist lol

Pages: [1] 2 3 ... 239