Cataclysm: Metal Gear Solid
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 31 
 on: August 25, 2013, 09:36:40 am 
Started by Sheb - Last post by Sheb
They're not lying to me in any way. As for keeping information from me, you're ton one that keep his source code closed.

 32 
 on: August 25, 2013, 09:23:43 am 
Started by Sheb - Last post by Driverboy
You should be more worried about people lying to you and trying to keep information away from you.

 33 
 on: August 25, 2013, 08:56:38 am 
Started by Sheb - Last post by Sheb
It's not the fact that you posted, it, it's the way you do it. You're spamming, which explain why every single forum has been locking you.

It also makes people distrust you, to tell you to what point, I actually used a different password that the one I use on most forum here, because I wouldn't trust you at all.

Spamming thread and attacking for no reason is not communicating. People were open before you started spamming and ban-dodigng.

How would you react if DarklingWolf created a new account everyday to copy-paste ads for DDA here?

 34 
 on: August 25, 2013, 07:29:51 am 
Started by Sheb - Last post by Driverboy
Posting the same copy-pasted ads without participating in the disucssion is spam and is unwelcome anywhere on the internet. It's not just Bay1 of DDA, when I was looking for this forum, typing Cataclysm:MGZ in google brought at least a few more forums where you practiced the same thing.

I wouldn't need to be re-posting if they weren't deleting it. You should be more worried about people lying to you and trying to keep information away from you. Why do you think it should be deleted, why do you think people should not know about it?

Of course I posted info about the game on more forums, like people who make free games do. What's your problem, how do you imagine people would get know about it otherwise?

 35 
 on: August 25, 2013, 06:32:19 am 
Started by Sheb - Last post by Sheb
Posting the same copy-pasted ads without participating in the disucssion is spam and is unwelcome anywhere on the internet. It's not just Bay1 of DDA, when I was looking for this forum, typing Cataclysm:MGZ in google brought at least a few more forums where you practiced the same thing.

 36 
 on: August 25, 2013, 05:37:29 am 
Started by Sheb - Last post by Driverboy
Wouldn't be too bad for tables and counters I guess, but I strongly oppose it for bushes. It change traveling through a large swathe of forest a PITA. I don't want to have to focus when I'm just running back home after a long day of looting.

I'd say it's easy as in any other game. You seem to be saying you are lazy to play, would you also like you could walk through walls? Tell you what, you set up MingW compiler and I'll give you the source code and help you make the changes.


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And change that loss of time. Or else, everything should take time. Look in your inventory if there is something useful? Look into the crafting menu? All those should take time then.

Yeah, perhaps things like that should take time.

 37 
 on: August 25, 2013, 04:39:20 am 
Started by Sheb - Last post by Driverboy
Ok. First, why do you speak of 25*25 when the tile size is only between 12*12 and 17*17?

That's the actual size, count the tiles. 12 is just on one side, 12 on another side, plus 1 in the middle, which is 25. 12 is used internally by the game, options menu should really say 25, so instead of 17 should be 35 (17*2+1).

 
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Also, I'm no programmer, but since the games run SDL, wouldn't any more graphic thing end up being processed by the GPU? As such, since Cata's graphics are limited, you're unlikely to exceed your GPU capacity by increasing window size.

It's software rendering, so there is no use of GPU hardware acceleration. To make use of it program should run in full screen and use OpenGL, although some 2D functions might be hardware accelerated via SDL drawing functions I suppose. In any case it's not drawing bottleneck in this case, it's preparation for it, calculation of the interaction between the tiles and game variables that defines what and how will be drawn at the end.


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Anyway, is it just me, or are you really averse to having people customize their game?

No, I'll help you make modifications you want.


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AFAIK, changing tiles require a recompile (and since your code is hidden, no one but you can do it),

No, you can change or add new tiles by simply editing tile.bmp image, and in case of adding tiles also include the new entry in tileset.json file. It's really simple, look at "Graphics: sprites and tiles" thread for more details.


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changing volume require messing with files,

Changing volume requires a click on the Windows volume control. Why do you expect such high polish of a free game in beta release? There were far serious and more important issues that needed sorting out first. When was I supposed to do all that? For what, for whom, why? Isn't it cool there is music and sound effects at all?


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one can't change the window size...

Both terrain window and font size can be changed. The game is perfectly playable even with the smallest terrain window size people were playing with for the last three years with no one complaining about it. Yet you get bigger, and then suddenly it's not enough.


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It seems to me you're making a game for yourself, suited to your particular need, with little regards to other people.

As if DDA team, or anyone for that matter, is making a free game according to what "people" want. You like all DDA changes? -- Anyway, the only thing you mentioned so far that actually has to do with preference is whether the character should be able to simply walk over bushes and such without requiring extra user action. I think if you weren't used to DDA you would think that's rubbish.


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Moreover, one of the attraction of roguelike is large, rapidly evolving content, but here since nothing is in .json and the code is not public, the fact is that no one except you can add anything.

I find people actually prefer finished, balanced and polished games. I do anyway, and so my goal is to make a complete game where everything that is already in fits together, rather than having watered down bloat with never-ending balancing issues where playing feels more like bug-testing session. I am aiming for very focused strategic and tactical challenge, not time-waster where you can do many things with no particular goal. Besides, there is so much content in the game already, much more than many commercial top rated games have. It all just needs to be put together and make it all actually matter. There could already be dozens and dozens of different missions, each focusing on using different items and performing different actions. Making those missions interesting would provide much more gameplay value than hundreds of new items and weapons.


 38 
 on: August 25, 2013, 02:07:07 am 
Started by Sheb - Last post by Driverboy
Actually, something I've been wondering. Why all the spam and bandodge on Bay12 and the Cata forum? All they do is make people distrust and dislike you and your work. And it's not really good advertisement, as shown by the fact that we're only 2 on this forum. So yeah, why do you keep doing this, rather than try to engage constructively with people?

It's not me who is banning, it's not me who is censoring. I'm simply sharing, informing. You should be more worried about people lying to you and trying to keep information away from you.

 39 
 on: August 24, 2013, 09:52:54 am 
Started by Sheb - Last post by Sheb
Actually, something I've been wondering. Why all the spam and bandodge on Bay12 and the Cata forum? All they do is make people distrust and dislike you and your work. And it's not really good advertisement, as shown by the fact that we're only 2 on this forum. So yeah, why do you keep doing this, rather than try to engage constructively with people?

 40 
 on: August 24, 2013, 09:51:32 am 
Started by Sheb - Last post by Sheb
Ok. First, why do you speak of 25*25 when the tile size is only between 12*12 and 17*17? Also, I'm no programmer, but since the games run SDL, wouldn't any more graphic thing end up being processed by the GPU? As such, since Cata's graphics are limited, you're unlikely to exceed your GPU capacity by increasing window size.

I could be wrong though.


Anyway, is it just me, or are you really averse to having people customize their game? AFAIK, changing tiles require a recompile (and since your code is hidden, no one but you can do it), changing volume require messing with files, one can't change the window size... It seems to me you're making a game for yourself, suited to your particular need, with little regards to other people. There is nothing wrong in itself with that, but it makes it harder to build a community. I actually know of a single game based on that principle with a decent following and it's Aurora, but that game is kind of in a niche of itself, while Cataclysm do have other concurrent.

Moreover, one of the attraction of roguelike is large, rapidly evolving content, but here since nothing is in .json and the code is not public, the fact is that no one except you can add anything.

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