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Messages - GlyphGryph

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Can look around now. Seem to have broken the combat code though. Ah well, will fix that later.

I was thinking more anime-style leaving a trail of shadow clones behind them, but hah.

I did get it working though.

Working on the jumping code, and... I think I may have broken movement.

The Lab - Contributions and Mods / Re: I'm doing this thing I guess
« on: September 30, 2017, 04:28:25 AM »

Can now see stuff on lower layers. Not a great long term solution, but it will do for now. New terrain types too.

Sorry if I'm not being forthcoming on what I plan on doing and sticking to showing what I've done - I suffer badly from that... thing, whatever its called, where you get satisfaction from the telling as much as the doing? I want people to know what I'm doing, so if I restrict myself to telling by doing it provides a lot more motivation, while if I allow myself to just "tell" it feels like I've already done it so I don't have to do anything.

But in short, what I am doing is a small web-based Cataclysm spinoff in javascript. I figure since this forum is the place for "remakes" as well as mods and other contributions, it was the place to put it.

The Lab - Contributions and Mods / Re: I'm doing this thing I guess
« on: September 29, 2017, 03:28:31 AM »

Got maps loading and ladders working and stuff.

I am making a little web-based spin-off game based on Cataclysm. It doesn't plug into C:DDA, it's a standalone thing, but we'll see how far I can push it. If I can get it to a state where it has some potential, instead of just being a way to entertain myself... ah, but that's far in the future. Right now, probably best to see it as a toy that will eventually be abandoned, but hey: At the very least it allows me to experiment with some stuff like z-level mechanics in an environment where it's a bit easier to play around with.

No promises it amounts to anything, though
Current state:


The levels are exploded, so left to right means bottom to top. Confusing, I know.
The enemy at the end there moved on to my head and they can't attack downwards yet so he just kept riding it around. Whoops.

I'm not, no

I got this PM:
I've been working on updating the wiki lately, but have run into some problems with 500 Internal Server Errors. Here is what they say:

Internal Server Error

The server encountered an internal error or misconfiguration and was unable to complete your request.

Please contact the server administrator, and inform them of the time the error occurred, and anything you might have done that may have caused the error.

More information about this error may be available in the server error log.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

The problem comes and goes, but just now it was so bad that I couldn't reliably access any pages even after multiple attempts. I mentioned this on the wiki thread after getting an above maximum user error which I hadn't got before. Zireael mentioned that he has had the same problems as me, but KA101 said he didn't have them. I don't know if you can do anything, but KA101 said you were the person to contact.

This is a thread to keep track of serious problems with the technical side of the wiki.

Other Games / Re: CrystalKeeper
« on: September 08, 2014, 05:16:05 PM »
Considering this guy made a fix just for you, is he a friend of yours or like a coder on C:DDA?

Neither, but I did hook him up with his music and sound guy.

Quote from: Chairman Sheng-ji Yang, "Ethics for Tomorrow"
It is every citizen's final duty to go into the tanks and become one with all the people.

Other Games / CrystalKeeper
« on: August 28, 2014, 04:32:10 AM »
A ludum game jam from the jam that JUST FINISHED, this is so much fun. Play three different minigames at the same time, keep those plates spinning and don't let them break!

The guy who made it even made a special version just for me (with a bugfix or two)

Ludum Dare page:

Remember, right and left clicks do different things!

e: Since it's open source, if reaper makes a pull request, and someone else fixes it up, would it be merged?
That's generally how it works, yes. What matters to the PR is whether it's worth merging in the state its in, not how many people have worked on it.

  2.b if yes, why aren't you just doing it automatically? Just to add a hassle and catch the player out if they miss it?
Here's a possible answer:
You see the sign that something is happening, but you're under pressure because you're busy doing something else, and the pruning is at least a little bit time consuming (maybe half an hour). And the signs you're seeing probably don't mean that it will turn now. You'll just handle it later, when you finish up with what you're doing. Okay, so the signs are getting worse, well, that's bad. Maybe I should have dealt with that earlier. Well, I can still... shit. Shit. DEFINITELY SHOULD HAVE DEALT WITH THAT EARLIER.

Maybe I shouldn't have slept in the same room as the zombie. Or at least tied the leash to something!

Basically, if you want to make it interesting:
1) Make it infrequent and unpredictable (once every couple of days? Maybe less frequently as time goes on, once a day at first or more often for progression but not a guaranteed risk). Make it an event, not a chore. Even better if its effected by circumstance - radiation, for example, could increase frequency.
2) Introduce a choice. Make it take some small resource, or a decent chunk of time. Give the player time to respond. Something like how infection works - at each stage there's an increasingly larger chance of it breaking free, and the player decides whether to respond immediately or accept the risk. Have other methods to control the risk - give the ability to tie the zombie up to a post outside instead of leaving it in the bedroom, so if it does turn over night it still won't be able to do much, or at least the player will have time to respond. Perhaps they'll decide, if the cues indicate it's probably just going to break free as a regular zombie, it's easier to just leave it outside and re-kill it and re-surgery it only if it actually turns.

Pulping kills them because you do enough damage to kill the organism living inside the shell, essentially. They definitely have special regenerative abilities - that is why they heal fully over time, and sometimes why they become various mutant forms.

That said I still think that it would be more effective to just cover your zombie with some thick gloves and a mouth guard and use as little mutilation as possible, than going the full on mutilation route, given the ooze's way of bouncing back from any sort of injury you throw at it but stronger.
I don't know, thick gloves would still allow it to grapple you and probably hurt you. You'd have to basically put it in a straightjacket, and since it would probably destroy a mouthguard fairly quickly some sort of of full face guard.

Either way, Zombie Masters should still be able to mutate them out of the situation. It would be cool, if they end up staying surgically altered, to let them even become something special.

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