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News:

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

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Messages - mostmodest

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47
Mods / Re: Tore Up Plenty - Alternate Starting Ships
« on: April 21, 2013, 06:51:05 PM »
So, I'm going to be THAT guy...
Is it possible to have a bundle of the current DEV version?
(i.e., toss the available ships into a .zip folder and update it whenever there's a new ship?)
(Because I'm lazy that way...)

48
Discussions / Re: Ruin a Wish (forum game)
« on: April 12, 2013, 07:29:39 PM »
Granted. You now no longer have to put in effort to do anything, but because you exert no effort, you continually gain weight, despite your best attempts to lose it. You become the world's heaviest person and die.

I wish for this wish to have several harmful side-effects

49
Discussions / Re: Ruin a Wish (forum game)
« on: April 10, 2013, 04:40:05 AM »
granted. You eat so much electronics, that the entire internet is in your head. All of it. You slowly go insane from the pointless comments and funny pictures of cats.

I wish I could enter and exit the internet at will.

50
Discussions / Re: Ruin a Wish (forum game)
« on: April 10, 2013, 03:39:05 AM »
Granted. WIshes can no longer be ruined. However, this thread is derailed because your wishes can't be ruined, and we soon leave this thread and derail other threads. Eventually, the whole forum is derailed and Alex closes it down and vows to never make another game again. He even stops making Starsector.
(I made myself sad now...)

I wish for all the knowledge of game programming

51
General Discussion / Re: What will a campaign be like in the future?
« on: April 08, 2013, 01:32:31 AM »
Well, SS is a sandbox game, so I don't anticipate a campaign like "do this and then go here so that you can actually do stuff". I see it as being a campaign in the sense of Skyrim, with the whole "you can get yo level 81 before you go to the Greybeards."

For those who haven't played Skyrim; I anticipate the campaign as being an optional extra, as opposed to being enforced.  I quite like the idea of a free-roam campaign, because I hate being told what to do.

52
Discussions / Re: Ruin a Wish (forum game)
« on: April 07, 2013, 05:08:40 AM »
Granted. However, your sudden rise to power makes you many enemies, and soon you are sent to an outpost in distant space where you are held prisoner after a mutiny, given to your enemies, and you live out the rest of your life in captivity and constant torture.

I wish that my mind could think of an unlimited amount of things at the same time.

53
Discussions / Re: Ruin a Wish (forum game)
« on: April 07, 2013, 02:04:50 AM »
Granted: You are now so good at Laughing out Loud that you manage to annoy every human you come into contact with by laughing 24/7. You are eventually assassinated out of hatred.

I wish that I wasn't so beta.

54
Discussions / Re: Spacestation 13! (SS13)
« on: April 05, 2013, 04:12:14 AM »
rule 1: never trust Pataroo...

55
General Discussion / Re: Shield physics
« on: April 05, 2013, 01:59:47 AM »
or bullets that suddenly loose velocity and disappear in a vacuum.....

Actually the disappearing bullets are representing inaccuracies in the Z axis (i.e. Vertical spread)

OT: I actually see nothing with the current shield mechanics. The partial shield is a representation of the ship's capacities to create a shield (something akin to different types of shield generators with different capabilities), the moveable shield is a representation of an aimable shield generator, and the 360 shield is a representation of the most powerful generator.

56
Discussions / Re: Where to start with programming a game
« on: April 04, 2013, 05:25:41 AM »
I just need a starting point, like a tutorial or engine or something, that can lead me to know how to code a game.

My main problem with GM was that it seemed too cluttered and I just didn't like the feel of it.

57
Mods / Re: BattleFarer Forever [v 0.2]
« on: April 04, 2013, 04:54:45 AM »
I might get in touch with Sini and see if he wants me to do the faction lore as well.

58
Mods / Re: BattleFarer Forever [v 0.2]
« on: April 04, 2013, 04:36:16 AM »
There's an update coming today? Aw Yiss!

Also, did you get the PM of the lore?

59
Discussions / Re: Where to start with programming a game
« on: April 04, 2013, 04:20:45 AM »
I've tried GM before, but didn't really like it. Got anything else?

Sorry for being picky...

60
Discussions / Where to start with programming a game
« on: April 04, 2013, 02:11:53 AM »
Me and a few mates are thinking of making a game, the only problem is that we have no experience with coding (I have done the JavaScript course on CodeAcademy, but that's about it).
These questions are directed at anyone who can help.
First question: ShouldI use an engine, if so, which one. (Also, if Alex reads this; what engine did you use, if any?)
Second q: which language should I use? I'm looking for something easy-ish to use that will work the best.

Basically, it's going to be a 2D space sim, similar to SS, but with some differences.

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