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Topics - kiwibear

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1
Help / Blockland window fails to reinitialize
« on: October 23, 2015, 09:55:34 PM »
This only just started happening, but basically if I tab out of blockland and then try to return to the window it just sits there frozen while not actually crashing. I've tried changing between windowed/borderless/fullscreen and it didn't make a difference. Occasionally it'll successfully reopen the game but that doesn't really solve anything because its pretty much either play blockland and do nothing else or dont play at all.

The launcher also takes ages to load up after the game's crashed once before as well, it'll be visible in the processes but it just sits there doing nothing for a good few minutes before finally appearing on screen and launching the game, which then does exactly the same thing as the launcher.

Only fix I've found is to restart my computer entirely and that only works for at most an hour before it happens again, not much of a solution either.

2
Add-Ons / Mini Empires RP Chat Mod
« on: June 19, 2013, 09:02:52 PM »
Basically a mod to tidy up rping in Mini Empires, but it could probably be used for other things. It's might not be compatible with other chat mods.
Made by TheBlackParrot.

Commands
/empirename - Sets what will appear when you type a < in chat. Supports only up to 3 words, but underscores work fine
/empirecolor - Sets the color of the rp name, uses hex codes. The /gethex mod is pretty helpful
/rgbtohex - Converts an RGB code to a hex code, though its easier to just use a hex chart or something.
/roll # - Basic dice mod, rolls a random number out of whatever number you put in. Useful for battles and stuff that requires chance.

To use the chat mod, you put a < at the beginning of a chat line and then type whatever. It also has directions above the welcome message.




Made by TheBlackParrot.

https://dl.dropboxusercontent.com/u/27975145/Script_EmpireColors.zip

3
Help / Screen tearing while building
« on: January 26, 2013, 12:43:56 AM »
It only happens when I'm in first person and have the build tool out, I don't have any idea as to why its that specific situation, but it happens consistently. I've noticed it happen a few times while doing other things in Blockland, but not every single time.

Oh, and apparently having my light on causes it to not happen. I seriously have no idea why the hell it does this but yeah, suggestions or help or whatever would be greatly appreciated

4
Help / Avatar refusing to change
« on: September 14, 2012, 04:50:32 PM »

for some reason its defaulting to that, and won't let me change it. I have it set to the thing in the player appearance but its still just making me a african american completely black player thing
It was working fine yesterday, and now suddenly it does this

5
Suggestions & Requests / Cloud funnel(?) Skybox
« on: August 22, 2012, 01:54:32 AM »
I'd do it myself but when it comes to making mods for like, anything at all then you might as well be asking a two year old with downs.
this gif that i took a screenshot of so its not actually a gif that was posted in the pixelart thread made me wish there was a skybox like that.

so ya. all dark and orange and sinister and dead-y. or something. personally I think it'd be cool

6
Off Topic / So I got a corgi
« on: August 18, 2012, 11:40:27 PM »


he's a fluffy corgi, 10-ish weeks old.
sorry for the low quality picture, i dont really have any good ones yet cause we got him about 6 hours ago.

7
Gallery / Aurora Cruiser (WIP Spaceship)
« on: August 13, 2012, 02:49:37 AM »
To be honest I have no idea why I named it that, seeing as it has almost no color at all, but anyways, on with the pictures
As for all you people with insane OCD, this ship is going to be asymmetrical as hell, so yeah.

Overall view of what I've completed so far


More of a frontal view of the ship


Port side of the ship. I might make that side mounted engine not stick as far out


Starboard side of the ship. Its kind of depressingly flat, but I'm not TAG or cumrape so~
JVS is broked for me so the airlock is kind of wide open. There's also currently only one turret mounted on that side.


Main command bridge, down that hall is the flight deck control room area thing.


Flight deck control room area thing.


Outside view of the bridge


The cannons that were stolen heavily based on the ones on that one carrier comrade made a while ago


The cannons firing
also parrot


Anti fighter minigun turrets


Torcreep firing control room, with a view of the wip ship status room thing in the background


Main cannon firing



Also yes, I know its quite rectangular, I'm trying to find ways to make it less so. Hence the odd obtruding enginewingthing.

Constructive criticism is appreciated, and feel free to rate or whatever you weird internet people do.
I'll update this as I add stuff to it.

8
Games / Battleships Forever: pew pew lasers [Image Heavy]
« on: June 09, 2012, 02:46:58 AM »
Yeah, I know there's already several other topics but the ones I found were way too old to bump
Je me suis sérieusement espérer que ce sujet ne se contente pas mourir dès le départ
Also, if any of the pictures pagestretch, let me know
SO ANYWAYS




General Info
Quote from: Wyrdysm Games
Battleships Forever is a freeware tactical Real Time Strategy game that put's you in command of a small fleet of warships in space. Combat and damage mechanics are extremely detailed. Everything is simulated in game if possible. There are no abitrary "to hit chance" values in Battleships Forever. The game also features many innovative mechanics that you've never seen before. For example, the Cronus Battleship sports a Flux Shield generator that allows you to draw a defensive force shield around your ships in any shape you want. Another example are the Deflector modules that are used extensively through the game. These modules make a single section of a ship totally invulnerable to fire. This means that you will have to manoeuvre your ships to attack sections of the enemy ships not protected by Deflectors while keeping your own protected sections facing the enemy. Position is paramount!

Players will command picked fleets made up of Battleships, Destroyers and Patrol Craft. The completed game will include ten campaign missions and multiple skirmish modes.

Battleships forever is a top-down style game, full of lasers and missiles and explosions, etc. The main attraction of BSF is the custom ship building program, which lets you make your ships literally however you want. Unfortunately, there's no multiplayer,

It comes with several gameplay choices, including:

Campaign
Unfortunately the last two missions are incomplete, but the first 8 of them are quite a lot of fun.
You can only use stock ships in the campaign missions, but that makes it a bit more fair, otherwise you could just steamroll through them with your op custom ships


Skirmish
In reality its 4 different gamemodes but whatever, idgaf
You can use a small fleet of stock ships for these, or go into sandbox mode and use your own op custom ships

Grinder - 25 increasingly difficult waves of enemy ships that come with the game
Blockade - Protect AI controlled, unarmed transport ships from hostile pirate ships
Raid - Pretty much the opposite of Blockade, this time you're the booty plundering pirates going up against harmless civilian traders
Leviathan - Go up against a "Giant" alien battlestation

Custom Games

Sandbox - Self explanatory, lets you spawn whatever you want and throw custom ships at each other. Right click on the sandbox button to change the scale of the arena. same thing for the Make Encounter button.
Encounters - Three different encounter options; Play, Load, and Make. Encounters are about as close as you can get to user made campaign levels.

Ship Maker
The most fun part of Battleships Forever is destroying stuff with your own creations. Sort of like spore, except the parts you add actually affect how your ship performs. GASP.
There is so much stuff I don't know if I'll be able to cover most of it, but whatever.

What you'll see when you first open the ship maker:



I'll try to go indepth with most of the settings, options, etc in this, but I might miss something so yeah.


Most of the options in this are self explanatory.
Open Ship - Lets you open and edit any ship you have saved on your computer.
Save .sb4+shp - Saves a ship maker save file type, as well as a file to let you use the ship in the actual game.
Save .sb4 - Only saves the ship as a ship maker file, it won't create a file to let you use your ship in game.
Save + Launch Sandbox - Saves both an .sb4 and .shp, and launches the main game to the sandbox gamemode so you can spawn your newly made ship.
Upload Ship to Database - This doesn't actually work, so don't bother with this.
New Ship - Clears everything you have, including any custom sprites you have loaded, as well as any parts you have placed. Also resets all of the ship settings / options
Quit - Quits the ship maker, duh


This is some more complex stuff, including moving parts, mirroring, etc.
Undo - Self explanatory, really. If you don't know what this is then what're you doing on the internet
Mirror ship - This will mirror everything above the core, to the space below the core. It doesn't affect the mirroring process if you have moved the core around, it'll still mirror your sections along a horizontal axis running straight through the center of the core. It won't mirror everything perfectly, but for the most part it'll be only about one or two pixels off.
Re-mirror Ship - Clears the mirrored section, and re-mirrors the top half to the bottom half.
Clear Mirroring Status - I'm honestly not entirely sure what this does. It doesn't clear the mirrored half of the ship though, so yeah.
Reset Fade - Self explanatory. AKA I don't know what this does but the name explains what it does anyways
Unhide All - Unhides any hidden sections.
Toggle Hiding - Toggles whether or not you can set sections to "Hidden"
Move/Rot Step - Switches between Normal and Fine movement, allows you to change the sensitivity of the mouse, basically.
Insert Depth - Switches between Below Parent, and Bottom. Below parent will cause any sections you spawn to be one layer below the object they're parented to. Bottom will cause any sections you spawn to be on the very bottom layer.
Parenting Lines - Toggles the parenting lines on and off. They let you see what section is attached to what.
Link/Driver Lines - Toggles Link and Driver lines on and off. These deal with more complex actions.
Trigger Lines - Toggles Trigger lines on and off. Triggers allow you to make sections of your ship move when a certain requirement is met, by the object that triggers the action. In other words these are confusing as forget


These just let you, well, edit parts of your ship.
Group Move - Lets you move multiple sections at once
Delete - Deletes whatever you have selected. duh.
Clone, Clone Group - Clone lets you clone the selected object. Clone group lets you clone multiple objects
Flip Horiz, Flip Vertical - Self explanatory. Flips the selected section on either the horizontal or vertical axis
Color: Type 1 - Allows you to select a wider range of colors
Set Blend Mode - Toggles between the selected section being solid or being transparent.
Custom HP - Allows you to set your own HP for the selected section
Hide - Hides the selected section
Clear Driver, Clear Triggers - Clears any Drivers or Triggers that're attached to the selected section
Bring to Front, Send to Bottom, Bring Forwards, Send Back, Set Depth - These are all pretty self explanatory, they change sections depth


General settings for the program itself. Includes useful stuff like custom sprite importing, etc.
Reset Zoom - Resets the zoom to the default position
Change Background - Lets you change the background to any .BMP image
1234 Keys Mode - Lets you toggle between using the 1234 buttons to spawn sections, or to switch between section sprite groups.
Effect Edit Mode - Toggles the effect editing mode on or off, I haven't used this once so I have no idea really how this works
30 FPS Limit - Toggles a framerate limit on or off
Screenshot - Takes a screenshot and saves it to your Battleships forever directory, which is located in C:> Program Files> Battleships Forever
Hide GUI - Self explanatory
Group Arrange - Probably THE most useful in this section, I'll go over this later.
Import Section Sprite - Lets you import sprites one at a time
Open Spirtes.Ini, Save Sprites.Ini - This allows you to load or save the sprites you have loaded into the game, so you don't have to re-load them every time you open the game
Export Custom Sprites - Does something involving turning things into sprites, I'm not all that sure.

Group Arrange
When you open up the Group Arrange tool, You'll get something like this:

This is all of the sprites currently in the ship maker. You switch between these groups by pressing ~, until it says something along the lines of 1/2/3/4 keys mode: Groups
Then you just hit 1, 2, 3, or 4 to switch between the four group sections. This allows you to select what section style you want
The main reason this is so helpful is because if you have any custom sprites downloaded, you can drag the .png's into one of the columns, and then it'll be in the Ship Maker, in the section you put it in.
Once you have all the sprites you want in the ship maker, go back to the "Save Sprites.Ini," and it'll save all the sprites you currently have loaded into a .ini file called "Custom_sprites." You can load this every time you start up the ship maker by clicking on the "Open Sprites.Ini," so you don't have to drag all the sprites you want into the game every time you open it.

Triggers
This is probably the most complicated thing in the BSF ship maker. I myself do not know how to use them, and the tutorial on the BSF forums isn't that helpful, but I'll post it here anyways
Honestly the most advice I can give is to just, richard about a bit with them until you get it right.
Quote
TRIGGERS

Triggers give you the ability to trigger on/off certain actions (for example section movement or weapon fire) with other actions (for example when certain section reaches specific angle or weapon acquires a target). Trigger parameters are located in EDIT tab for sections and ED2 tab for weapons.

'Mode' field defines what kind of behavior will be triggered. For sections, it is Move, Rotate, and Fade, and Move+Rotate. For weapons, its Online/Offline (if weapon is offline, it won't shoot, rotate, or gain targets), Shooting, Force fire (means that the weapon will be forced to fire, in this mode the off trigger has no effect).

There are two types of triggers: trigger on and trigger off. As the name suggest, trigger on triggers something online (for example, start rotation), trigger off puts it offline (stops rotation). For both triggers, you can pick two actions to fire that trigger (so that you can trigger something with two different actions). To pick actions, use fields called 'Trigger on action 1/2' and 'Trigger off action 1/2'.

Available actions:
Frames elapsed (self) - Will trigger when a set number of frames has elapsed after its been triggered off (if its set for 'trigger on action 1') or triggered on (if its set for 'trigger off action 1'). There is a separate field ('On frames' and 'Off frames') for defining the amount of frames.
Key pressed: , (comma), . (period), / (slash) - Will trigger when the picked key is pressed.
Rotation reach CW/CCW border - Will trigger when the picked rotation border is reached.
Movement reach target/origin - Will trigger when move target/origin is reached.
Fade reach hi/lo limit - Will trigger when the selected fade limit is reached
Weapon fire - will trigger when weapon fires
Weapon acquired target - Will trigger when weapon has acquired target (providing that there was no target before)
Weapon lost target - Will trigger when weapon has lost target (providing that no new target has been assigned at the same time)

Actions that have (self) or (s) beside their name mean that the action will be taken from the same section that will be triggered; the section will trigger itself. For example, if you set the section to rotating and enabled borders, set on trigger to 'Rotation reach CW border (self)', and set mode to Move, it will mean that once this section has reached CW border while rotating, itll also start moving.

For actions that have no (self) tag, you will need to set a trigger on/trigger off parent. Do that by right clicking on the desired parent (section or weapon) while you have a section/weapon selected, and picking either 'Set on trigger 1/2' or 'Set off trigger 1/2'. For example, if you have set 'Trigger on action 1' to 'Fade reach hi limit', you will need to right click on a section that fades and pick 'Set on trigger 1'. If youve picked one of the weapon-specific actions for off trigger action 1/2, you will have to click on a weapon and set pick 'Set off trigger 1/2'. Cyan arrows indicate on trigger parents, magenta arrows indicate off parents, and blue arrows indicate that both on and off triggers are set to that parent (you can turn them off by using 'Trigger Lines' option from Commands menu).

If all trigger actions are set to the same actions, and they have the same trigger parent (doesn't matter for (self) triggers), the action will toggle selected behavior between on and off.

You can set the delay in triggering a behavior (mode) after receiving a trigger for both triggers (will apply to both actions) by using the 'On delay' and 'Off delay' fields.

You can preview key triggers (as well as other triggers) in preview mode by pressing relevant keys. Triggers will be executed for all section/weapons with those actions as on/off trigger. You can trigger weapon fire/weapon gained target/weapon lost target in the same way by pressing Q, W and E respectively. disable shooting with 'Shooting' field in ED2 tab.

General Ship maker Tips
  • Play around with weapon stats and settings, you can get some really cool weapons by just messing around.
  • Try to keep your ships from being just one solid color, it makes them look rather bad
  • If you're out of ideas, go visit the BSF forums, there's plenty of amazing ships on there.
  • If you're like, completely out of ideas and the BSF forums aren't helping, find a topdown image of a spaceship from your favorite sci-fi, turn it into a .BMP in some drawing program, then set it as the background. Then you can just place parts over it and there you go, you have your favorite spaceship from Startrek, Babylon 5, whatever.
I'll add more to this over time i guess if this topic doesnt DIE

PICTURES AND MORE LINKS AND STUFF
Massive Sprite Pack - I highly suggest you get this, its a sprite pack full of a buttload of sprites, really useful.
Another Guide to Triggers
BSF Forums thread full of pictures
Weapons and Modules guide
Ship Maker Q&A topic
SilverWingedSeraph's Guide to Good ship building
General Guide to Ship Builder 4.0
ACTUALLY PICTURES



Chainships





SilverWingedSeraph's ships









HorseMonster







vVhorpax - this guy makes some pretty cool Asymmetrical ships






A few of my ships





This ship has a medium sized beam cannon mounted on its shield, which rotates around.


I spent a long ass time on this and I hope to hell it doesn't just die after like, five posts

Post pictures of your ships and stuff.
Any questions or something, just ask.

9
Suggestions & Requests / Horizontal Rounds
« on: June 03, 2012, 02:39:49 AM »
I swear these were made before, but I can't find them anywhere

But yeah, self explanatory, the 1x1f and 1x1 round default bricks horizontal.
These two:


Preferably made sort of like siba's pole bricks, I've found many times where these would be useful for detail and such.

obtw if these were already made and I'm just like, completely blind, try not to be too much of ass and just link them :s


10
Gallery / Totally not generic light DJ thing (Video)
« on: May 30, 2012, 08:48:10 PM »
Since everyone is posting these, I thought I might as well post this one that I've had for a while
There's a bunch of stuff I didn't get pictures of, but pictures don't really do this sort of build much justice.
Lots of relays on this set because more relays means more seizures.

Uploaded a video to the youtubes: http://www.youtube.com/watch?v=HrFOCGWx7g8&feature=youtu.be
Its not the best sync ever but I wanted to get a video of this set so yeah no offense gentoo


The whole set


These are relayed, Pulse side to side sort of


These are relayed too, flash approximately 20 times per second discluding lag. Could possibly cause seizures. It can flash two colors as well, so you could make it strobe contrasting colors for more seizure.


And these. They pulse up and down


Generic wedges totally not based off of Deadmau5. Nope.




The actual button set up is a clusterforget, but its sort of arranged I guess.


Which walls look better, these ones or the flat baseplate cubes?

This type reflects more light, but idk if I like how it looks.

I thought I had a video, but apparently I don't, so I'll hopefully get one eventually.

I might update the build, idk. Just whenever I get ideas or whatever.
input pls

11
Suggestions & Requests / Fall damage explosion thing
« on: May 13, 2012, 08:33:26 PM »
A couple of my friends in a skype call had the idea for a mod where if you die from falling damage at over a certain speed, you create an explosion when you die, the size depends on how fast you're going.
Another idea was that once you start falling at a certain speed you burst into flames, and said flames keep getting larger until hit the ground, causing an explosion.

idk, was a funny idea at the time.

12
Suggestions & Requests / Heavy Tank?
« on: January 22, 2012, 08:51:54 PM »
We have this:


And the default tank:


But no big, slow, and scary heavy tank or something.
Would be fun for tank TDM's and such.

Would also be good if it was kept to the style of the Default tank, if it actually does get made
which I doubt it will

13
Help / Error popup on loading
« on: April 22, 2011, 07:35:48 PM »
Just now I went to go host a server, and then once it starts the "Loading mission" part, this appears:


I honestly don't know what any of that means, but its not letting me host a server. I tried changing the map to see if that helped but I still got the same result.
My next guess is that its an addon, but that doesn't seem like the kind of error that an addon would cause.

I have no clue as to whats causing this so it'd be great if someone could help.

14
Games / loving updates on loving everything
« on: April 18, 2011, 08:58:08 PM »
I swear to god that valve is updating any loving game they can.
Currently I'm updating:

Half life 2
Half life 2 EP 1
Half life 2 EP 2
Half life 2 DM
Half life 2 Lost Coast
CSS
Portal
(Trying to pre-load) Portal 2
TF2
and GMod.

Seriously, wtf. And it all started updating AFTER I pre-purchased portal 2 earlier today, so now its not going to pre-load until a few loving years.
/ismad

Dunno why I'm bothering to put pictures but who cares.




15
Suggestions & Requests / Item drop event
« on: February 22, 2011, 11:04:47 PM »
I'm not entirely sure if this would be possible, but I had an idea for an input event that would activate if an item was dropped onto a certain brick. I couldn't figure out how to do this with other events, and I'm pretty sure there isn't an event like this. I'll explain it more if I'm being too confusing :o

Example: OnItemDrop - Self - SpawnExplosion

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