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Messages - Muffel

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31
Modding / Re: Bubble Tanks Mod, very early state
« on: July 26, 2012, 06:50:27 AM »
For 3., you can just go and ask the maker(s) who did the sounds in the first place. Ask Hero Interactive for them. :)

He did, they said no :P Read LOL!UXTDSA

Logic fail. -_-

I meant go and ask hero interactive for the name(s) of the sound makers :P

Eric (Hero Interactive guy) told me they bought these sounds as a sound pack, it would be very strange if they offer me their work for free. I mean... they want to earn money with it.

32
Modding / Bubble Tanks Mod, very early state
« on: July 25, 2012, 07:26:26 PM »
I'm planing to make a Starfarer Mod, based on the Bubble Tanks Flash game series and I have to make some early design choices and want to hear your opinion.

  • 1. Total conversation, yes or no? I'm not really sure about this one. It would be tough to get it vanilla balanced and a bit strange because you can have Bubble Tanks weapons on vanilla ships and vanilla weapons on Bubble Tanks. But on the other side... I would love to smash an Onslaught to pieces with a class 6 Bubble Tank :D
  • 2. Gameplay, rather more like Starfarer or more like Bubble Tanks? I could program tanks which would almost feel like in the real game (high manoeuvrability on class 1-3 tanks, but only hardpoints, almost only turrets on class 4-6 tanks, no shields on most tanks...) or I could make it more Starfarerish, with Bubble Tanks elements.
  • 3. Sounds, sadly I did't get the permission to use the original sounds from the game, because Hero Interactive (the developer of the original Bubble Tanks) bought them theirself. Should I search for similar free sounds or just use original Starfarer sounds? Or any other suggestions?

33
Upgradecap? Could you please delete my name from the front page? I have decided to quit.

Your loss. :(

I'm afraid yes.

34
Upgradecap? Could you please delete my name from the front page? I have decided to quit.

35
I meant artwork.

EDIT: Also, telling a graphic designer not to know what concept art is, is kind of an insult.

36
Well, who's gonna put together the ships to make them work? I'm hands full of other work, such as the Tholian Directive, the infection etc.

Also, i cannot stress the need we have for a concept artist(s). :D

Concept artist? I'm quiet interested in doing something like that. What exactly do you expect from a concept artist? Something with Photoshop or more pen'n'paper? I can do both.

37
Modding / Re: Dead Space mod?
« on: June 29, 2012, 04:28:33 PM »
My idea was kinda a game vs game mod with a lot of different fractions/games. Like the different sides in, for example Dead Space, are building one fraction to go against a much bigger threat, a bigger enemy: Another game.

But that's not what I had in mind with this, though ;)

I know, it's just something I thought about :P

38
Modding / Re: Dead Space mod?
« on: June 29, 2012, 04:04:54 PM »
My idea was kinda a game vs game mod with a lot of different fractions/games. Like the different sides in, for example Dead Space, are building one fraction to go against a much bigger threat, a bigger enemy: Another game.

39
Modding / Re: Dead Space mod?
« on: June 29, 2012, 03:37:28 PM »
You just inspired me to another idea... whats about having the Dead Space ships in an own fraction. Even if they aren't in the same "fraction" (fighting against each other) in the game at all. And add other fractions which have ships from other games. So a Dead Space fraction, a Starcraft fraction, a Star Fox fraction... all in one mod (uhm... haven't played a single of these games through... but they seem pretty spacy  ;D) and so on.

EDIT: Oh lord... hopefully someone actually understands what I trying to say.

40
Mods / Re: Random BattleS 0.17
« on: June 28, 2012, 07:58:29 AM »
Just install the ZT-simulation opponents mod and activate the developer modus so you have access to "edit variants" in the main menue and then use "run simulation". Should work fine.

41
Modding / Re: Projectile modding problem
« on: June 26, 2012, 03:05:07 PM »
Not going to think about that right now, I will first finish every weapon which uses the default bullets, because I think those are all pretty easy to code. After that I will see.

42
Modding / Re: Submissions for project CAELUS
« on: June 26, 2012, 12:58:22 PM »
Seems like my tiny tiny weapon sprite is pretty... meaningless compared to all the big ships.  ;D

43
Modding / Re: Projectile modding problem
« on: June 26, 2012, 06:34:43 AM »
Or course not, I just don't have any idea how I get the bullet to actually pierce ships. Would also be overpowered in the starfarer engine through.

44
Modding / Re: Projectile modding problem
« on: June 26, 2012, 12:44:26 AM »
Thanks, that solved the problem. Just had to set "fringeColor" to [0,0,0,] in the .proj file.

45
Modding / Re: Projectile modding problem
« on: June 25, 2012, 05:02:07 PM »
Ok, thanks. That means for now I will just leave it like that.

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