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Author Topic: Post the contents of whatever textfiles you have open now.  (Read 845 times)
MeshGearFox
Level 9
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When you have no one, no one can hurt you.


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« on: January 16, 2015, 10:36:06 PM »

gams:

- dwark forkrek
- Crudader Kings 2
- Outrun 2006
- Creatures
- SimCity 4
- Dark Wizard
- RFG
- Tr3s Lunas
- Some DS thing idk Contact?
- ETERNAL BLUB
- Shiforce3
outcsa
and stirgyfe


Tempted to make a lite version of LoM mod that just changes movement speed and removes hitstun.

167 x 272
144 x 178




見放


梅梅

修理    すり    repairing; mending; servicing


Dec 15


他派


甘味
教える
通過



Dec 16



旅人








Dec 17







使



Dec 18

我々


道具
知恵

...り機

反応

Dec 19
魔法
忘れる

洞窟
武器
非常
謝罪
賠償
限り
着く

Dec 22
落ち着く
根っこ
登る
違い
待つ
突破
置く
難しい
込む
広大

器械 -- similar to 器機? Just recognize this one for now.

Dec 23
広場
合図
注意
建物
跳ぶ
最初
角笛
吸う
区域

Dec 24
考える
休む
探す
階段

お返し
知恵
限り
難しい


認める   
完成
直後


付く
珍しい
飛ぶ




素敵
趣味




呼bu - 呼beru is potential
取り - Wrestling partner
戻す - to put back
取り戻す
方法 - method

感じる
拾う

勇気



IF I SEE A RADICAL I DON'T UNDERSTAND IT'S PROBABLY 竹.


96bd9286

$787.00
670/117

694ce3

 The dragon who is collecting bugs... Old Lady Tamu, who is holding on to them...

The bug-collecting dragon...

---

var enc = Encoding.GetEncoding("shift-jis");
var value = enc.GetBytes("hello world");

火炎斬をずうっと探し続けてる奴がいてな。そいつの代わりに火炎斬を探し出してくるのが、今回の依頼だ。何に使うかは知らんが、とにかく手に入れたいらしい。やってみるか?


64D180
24d180

666180

64D180
666180

82B282DF82F182C882B382A282A895EA82B382F181428E8482C182C482BE82DF82CBA5A5A5
49276D20736F7272792C206D6F6D2E2049276D207573656C6573732E2E2E


694cdB

82b282df

1268c0
c06852

49276D20736F7272792C206D6F6D2E2049276D207573656C6573732E2E2E0000
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Impmaster
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Scary, isn't it?


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« Reply #1 on: January 17, 2015, 12:01:40 AM »

"The computer started using the Windows installation media.  Remove the installation medial and restart your computer so that Windows starts normally.  Then, insert the installation media and restart the upgrade.  [Do not select iCustom [advanced]I to perform an upgrade.  iCustom [advanced]I installs a new copy of Windows and deletes your programs and settings.)" 

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s-spooky g-g-ghosts
Level 2
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« Reply #2 on: January 17, 2015, 12:13:21 AM »

The Best Ever Waffles

Ingredients:

Servings:
6-8
1 1/3 cups flour
4 teaspoons baking powder
1/2 teaspoon salt
2 teaspoons sugar
2 eggs, separated
1/2 cup butter, melted
1 3/4 cups milk

Directions:

1
In a large mixing bowl, whisk together all dry ingredients.
2
Separate the eggs, adding the yolks to the dry ingredient mixture, and placing the whites in a small mixing bowl.
3
Beat whites until moderately stiff; set aside.
4
Add milk and melted butter to dry ingredient mixture and blend.
5
Fold stiff egg whites into mixture.
6
Ladle mixture into hot waffle iron and bake
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VDZ
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« Reply #3 on: January 17, 2015, 01:31:32 AM »

Notepad only:

97-108
109-122

---

>>12866508
Having licenses and releasing titles are two entirely different things, as JAST has made very, very clear over the past decade. While it's hard to clearly determine when a company is 'sitting on a license' and 'rushing a game to the market', it is without a doubt related to the pressure the company feels to release games in order to remain relevant. The most obvious example was Family Project's extremely rushed 2009 release to compete with MangaGamer. MangaGamer has similarly been sitting on Cartagra's license for years - it wouldn't surprise me if MangaGamer conceded a bit in negotiations (say, giving IG a better share of the sales) (or if MangaGamer had even already licensed Cartagra but had been sitting on it for a long time) so they could release it in time to stay relevant in the VN market.

Furthermore, it definitely has an effect in choosing which titles to license (and how much to spend on those licenses). JAST's licensing history is a very clear example; you can see their licensing decisions ebb and flow according to the competition at the time (with the biggest peak being their Nitro+ deal, announced when they were being outcompeted hard). MangaGamer announced Gahkthun, their biggest title yet, at AX 2014, after Sekai Project started to become a serious competitor. Do you think it's a coincidence? With my past experiences with VN localization companies I'd say it's anything but a coincidence.

---

My game was Quiet Life:



I didn't expect my scores to be high, but I didn't quite expect them to be this low either.



Calculating the percentiles, that's my worst ever score (relative to other entrants) in Innovation, Theme, Audio (obvious considering I didn't have the time and added sfxr bleeps solely for feedback), Humor and Mood, with it being second worst ever in two the remaining three categories, Overall and Fun. (Graphics was my third worst score ever, but that's because that score is always low.) As this was my 8th Ludum Dare, this is a bit of a disappointing result.

I was considering developing my game further, but at this point I'm just not sure if anybody liked it. On the other hand, my only LD game appreciated enough to keep being linked occasionally (my LD22 entry, Hikikomori Manager 2012) is also my second worst rated game (it was my worst rated game until this LD), so ratings don't say everything either. (Meanwhile, my best rated game, which was top 10 in three categories and top 25 overall, has only been played by around 50 people and never receives any attention anymore.)

One peculiarity I noticed is that my rankings are lower than you'd expect from the ratings, particularly in theme - my Theme score this LD was 3.44, which ranks me 769th among the 1365 compo entrants (percentile 43.66%). However, back in LD23, my theme score of 3.47 gave me 202nd place of 1072 entrants (percentile 81.16%). Though the score was only 0.03 lower, the percentile dropped by a whopping 37.5%. It's not just voting trends changing over a long stretch of time, either; my LD29 entry's Theme score of 3.63 ranked me #235 out of 1492 (percentile 84.25%). I doubt that 0.19 points of difference was worth an over 40% drop in percentile. A lesser effect is also visible in other categories (my LD31 Overall score of 3.20 is identical to my LD24 score, but in LD24 I was at 75.55% yet this time I'm only at a percentile of 60.00%). I wonder if there's been a big influx of higher-rating new users this (or past) LD or if there's some other explanation for this strange change.

While we're on the subject of strange votes, I'm also not entirely satisfied with the ratings voters gave to other games. While I don't mean any offense to Molten, I feel that SideLands's #95 Fun, #97 Overall and #240 Innovation for a game of which the biggest draw is that the screen is rotated 90 degrees and that practically plays itself for lack of difficulty, in addition to being short, is rather excessive. Meanwhile great games like Tifu's Deicide (which despite its flaws in lack of player feedback and sub-optimal controls provides a great, fun, rewarding challenge) and Tuba's Rome's Little Step with its awesome combat mechanics get screwed with low scores like #445 Overall, #610 Fun and #657 Overall, #419 Fun respectively. I get the feeling that voters simply don't take the time to truly play the games and rate them in a shallow manner after playing for a couple minutes at most. (For reference: 2.5Dino Arena, although the score doesn't fully compare due to it being jam instead of compo, beats Deicide in Fun and RLS in Overall.)

(In case anyone's wondering, these were my votes for the abovementioned games, in order of Overall/Innovation/Fun/Theme/Graphics/Audio:
2.5Dino Arena: 2/1/2/2/2/X
SideLands: 3/3/2/2/4/2
Deicide: 4/4/4/4/3/X
RLS: 4/3/4/3/4/4)


And to supplement our earlier discussion on positive/negative feedback, here are some gems from the people who voted on my low-rated game:

Quote
only 2days for that ? wow... Good job
Quote
Great game! I love this survival setting.
Quote
I had a lot of fun with this.
Quote
Good Work ^^
Quote
Wow! You did this in 48 hours?! That's awesome! Many features for such a small time. I've had fun playing this. So many recipes... It's awesome!
I lost myself at: "Under you: Dead sheep"
Excellent game!
Quote
Good job and in 48 hours! I did not live very long but it was fun. Smiley

Great game! 1/5

---

2.24 Hooded Hydra

---

[redacted because it would violate forum rules]

---

Leadership 45
1,545,857



Including Notepad++:

Allowed:
- //Comments
- Leading spaces
- Trailing spaces
- Blank lines

Not allowed:
- Tabs

Notes:
- Everything is case sensitive

================================================

[combination]   - start combined use script. Define 'target' in script!
[/combination]   - end combined use script
[creature]      - open creature attributes
[/creature]      - obvious
[namedscript]   - start named script
[/namedscript]   - end named script
[object]      - open object attributes
[/object]      - obvious
[properties]   - assign properties
[/properties]   - stop assigning properties
[spawn]         - start script executed when spawning in world (NOT inventory)
[/spawn]      - stop spawn script
[tile]         - open tile attributes
[/tile]         - obvious
[update]      - script to call at start of every turn
[/update]      - end script to call at start of every turn
[use]         - start non-combined use script
[/use]         - end non-combined use script

================================================

Properties:
cantpickup         - object cannot be picked up
directionalusage   - can be used on adjacent tiles
multiuse         - variable 'uses' is displayed before item name
solid            - object or tile can't be moved through

================================================

Script commands:

--Text macros--
Will only work with the icon special command.

$HELD$            - The sprite of the currently held item
$ONGROUND$         - The sprite of the item on the ground

--Special--
card "<sprite>"      - Defines what sprite to use for the action card for this use/combination
icon "<sprite>"      - Defines what sprite to use as icon on the action card
name "<name>"      - Defines name for named script
target "<name>"      - Defines target for combination script

--Conditions and jumps--
BEQ "<name>", "<int>", "<script>"            - Short for 'branchifequals'. We assembly now
BLT "<name>", "<int>", "<script>"            - Short for 'branchifless'. Also a kind of sandwich
BMT "<name>", "<int>", "<script>"            - Short for 'branchifmore'
BNE "<name>", "<int>", "<script>"            - Short for 'branchifnotequal'
branchifequals "<name>", "<int>", "<script>"   - Exec script/fail if named var is precisely int
branchifless "<name>", "<int>", "<script>"      - Exec script/fail if named var is less than int
branchifmore "<name>", "<int>", "<script>"      - Exec script/fail if named var is more than int
branchifnotequal "<name>", "<int>", "<script>"   - Exec script/fail if named var is NOT int
distancefromplayer "<int>", "<script>"         - Exec script/fail if not at least int tiles away from player
groundisfree "<script>"               - Exec script/fail if there's something on the ground under player
helditemis "<name>", "<script>"         - Exec script/fail if the held item ISN'T the named item
helditemisnot "<name>", "<script>"      - Exec script/fail if the held item is the named item
holdingitem "<script>"               - Exec script/fail if the player isn't holding any item
itemisheld   "<script>"               - The item must be held to use, otherwise it execs script/fails
itemnotheld "<script>"               - Exec script/fail if the player is holding the item
jump "<script>"                     - Exec script or fail
nohelditem "<script>"               - Exec script/fail if player is holding any item
notdirectional "<script>"            - Exec script/fail if used on tile/object not under player
notnearedge "<script>"               - Exec script/fail if creature is near world edge
notsolid "<script>"                  - Exec script/fail if target location is solid
notsummer "<script>"               - Exec script/fail if it's summer
notwinter "<script>"               - Exec script/fail if it's winter
objectonground "<script>"            - Exec script/fail if there's nothing on the ground under the player
objectnotproperty "<name>","<script>"   - Exec script/fail if there's an object with the named property at target location
objectwithproperty "<name>","<script>"   - Exec script/fail if there's not an object with the named property at target location
random "<float>", "<script>"         - If rand() > float, exec script/fail
targetgroundisfree "<script>"         - Exec script/fail if there's something on the ground at target position
targetobjectonground "<script>"         - Exec script/fail if there's nothing on the ground at target position
tilehasproperty "<name>","<script>"      - Exec script/fail if tile at target location does NOT have named property
tilenotproperty "<name>","<script>"      - Exec script/fail if tile at target location has named property

--Actions--
createheldobject "<name>"   - Create inventory item
createtile "<name>"         - Create (replace) a tile at target position
debug "<text">            - Prints debug text to screen
destroyheld               - Destroy whatever item is held by the player
destroyobjectonground      - Destroys the object at player's location
destroytarget            - Destroys the target object
destroythis               - Destroys the source object
groundspawn   "<name>"      - Spawn object at player's location
killself               - Makes a creature delete itself
moveawayfromplayer         - Moves a tile away from the player
movetarget               - Makes a creature move to target position, if possible
reducehunger "<int>"      - Restores your hunger bar by the specified amount
sound "<name>"            - Plays the specified sound effect
spawn "<name>"            - Create object at target position
spawncreature "<name>"      - Spawn creature at target position
targetnearby            - Changes target position to a random adjacent tile (hor, vert or diag)

--Variable manipulation--
decvar "<name>","<int>"      - Decreases var by int (or default one)
incvar "<name>","<int>"      - Adds int (or default one) to the named var
setvar "<name>","<int>"      - Sets the named var to value int

================================================

World generation:
(Objects will not spawn on occupied tiles.)

[spawn]                     - Starts defining a spawn
[/spawn]                  - Finish defining a spawn and execute it
accept "<name>"               - (in spawn) Allows spawn to occur on specified tile
basetile "<name>"            - Fills every tile of the world with this
min "<number>"               - (in spawn) Sets minimum number to spawn (inclusive)
max "<number>"               - (in spawn) Sets maximum number to spawn (inclusive)
outline "<name>"            - Places tiles around all instances of the specified tile. See other outline commands.
setoutlineexception "<name>"   - Which tiles not to replace using the outline command (beyond the one being outlined)
setoutlinetile "<name>"         - Which tile to place using the outline command
spreadtilesmin "<number>"      - Fill at least X tiles around the original spawn with the same tile
spreadtilesmax "<number>"      - Fill at most X tiles around the original spawn with the same tile
spawnobject "<name>"         - (in spawn) Sets object to spawn
worldsizex "<int>"            - Sets the width of the map
worldsizey "<int>"            - Sets the height of the map

---

[object]
name "Dead Sheep"
sprite "deadsheep"
[/object]

[properties]
cantpickup
[/properties]

[combination]
target "Stone Axe"
card "use"
icon "stoneaxe"
notdirectional
destroythis
spawn "Raw Meat"
sound "butcher"
[/combination]

[update]
BEQ "decaytimer","400","rotaway"
incvar "decaytimer","4"
[/update]

[namedscript]
name "slowdecay"
incvar "decaytimer","1"
[/namedscript]

[namedscript]
name "rotaway"
destroythis
[/namedscript]

---

[object]
name "Block of Wood"
sprite "blockofwood"
[/object]

[combination]
target "Stone Axe"
card "build"
icon "craftingtable"
notdirectional
itemnotheld
destroythis
spawn "Crafting Table"
sound "build"
[/combination]

---

[object]
name "Shovel"
sprite "shovel"
[/object]

[properties]
directionalusage
[/properties]

[combination]
target "Coast"
card "dig"
icon "shovel"
notdirectional
itemisheld
groundisfree
spawn "Clay"
sound "ground"
[/combination]

[combination]
target "Grass"
card "dig"
icon "shovel"
notdirectional
itemisheld
createtile "Dirt"
sound "ground"
[/combination]

---

-----------------
Version 4
December 18, 2014
-----------------

GAMEPLAY:

-ADDED:      Radical control change. Possible actions now displayed above
         player; Z/Enter to execute, X/Space to toggle between options.
-ADDED:      Additional controls. H to hide actions, more alternative buttons.
-ADDED:      New item: Goad (pushes sheep around)
-ADDED:      Simple lighting effect highlights your initial position.
-CHANGED:   Items can now only be used on adjacent tiles when this makes sense
         (so no more digging on tiles you're not standing on).
-CHANGED:   Grass Seeds can now be used 5 times.
-CHANGED:   Meat has been buffed, reducing hunger twice as much.
-CHANGED:   Hammer is now crafted with stone instead of metal.
-CHANGED:   Scythe can now kill sheep.

TECHNICAL:
-ADDED:      Script: New script type, 'spawn'
-ADDED:      Script: New condition, 'notdirectional'
-ADDED:      New default property, 'multiuse'
-FIXED:      Script: Branch conditions can now fail (in addition to being able
         to jump), as documented

-----------------
Version 3
December 12, 2014
-----------------

GAMEPLAY:
-ADDED:      Music!
-CHANGED:   Complete revision of all sound effects.
-CHANGED:   You now start with two sheep.
-CHANGED:   Sheep now reproduce more slowly.
-CHANGED:   Yearly difficulty increase greatly reduced.
-CHANGED:   Fires now last 50 turns (was 10).
-CHANGED:   Turning grass into dirt with the shovel no longer spawns
         Grass Seeds.
-CHANGED:   Wooden Floors now produced with Blocks of Wood (was Planks).
-CHANGED:   Wooden Walls now produced with Wooden Floors (was Blocks of Wood).
-CHANGED:   Roasted Fish, Roasted Meat and Roasted Seed are no longer destroyed
         by Fire. (What was I thinking?)
-CHANGED:   Slightly decreased raw food decay time, significantly increased
         non-raw food decay time.
-CHANGED:   Food other than raw meat and seeds no longer decays on
         Wooden Floors.
-CHANGED:   Unharvested tomatoes (the crop, not the item) now decay. Rapidly.
-FIXED:      Tomato Seed now decays slowly on Wooden Floors.

TECHNICAL:
-ADDED:      Script: New condition, 'helditemis'
-ADDED:      Script: New condition, 'helditemisnot'

-----------------
Version 2
December 9, 2014
-----------------

GAMEPLAY:
-ADDED:      New item: Fence
-ADDED:      New item: Scythe
-CHANGED:   It's now possible to cancel directional usage by pressing Z or X.
-CHANGED:   Sheep will now eat grass. If there's no grass to eat, they die.
-FIXED:      Fishing nets can no longer be set on tiles with an object on them.
-FIXED:      You now need to hold the shovel to use it.
-FIXED:      Crops planted with Tomato Seeds will no longer grow in winter.
-FIXED:      You will now hear a sound upon harvesting a Tomato.

TECHNICAL:
-ADDED:      gamesettings.dat now holds all game start variables, making the
         game fully customizable.
-ADDED:      Script: New condition, 'objectnotproperty'
-ADDED:      Script: New condition, 'objectwithproperty'
-ADDED:      Script: New condition, 'tilehasproperty'
-CHANGED:   Sounds are now loaded from external files, like graphics.
-CHANGED:   worldgeneration.dat: Can now define world size.

-----------------
Version 1
December 8, 2014
-----------------

Original Ludum Dare release.

(continued in next post)
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VDZ
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« Reply #4 on: January 17, 2015, 01:31:51 AM »

Quiet Life
version 4

original version made by VDZ in 48 hours for
Ludum Dare 31 - 'Entire Game on One Screen'


====GAME DESCRIPTION====

The world is calm and peaceful. There are no enemies around,
nothing around you poses a threat to your life...and you're
starving to death, rapidly.

Starting from nothing, try to build and craft to maintain a
(somewhat resembling) stable food supply to survive for as
long as possible. Then try to do the same as winter takes
away most of your options of getting food. And if you somehow
manage to survive even that, every new year will make you get
hungry faster. How long can you survive?

(Note: Everything is fully moddable; you can replace all graphics
 and sounds, rewrite all item and tile scripts and even add your own
 (and change the map generation script to spawn them).)


====TECHNICAL INFORMATION====

Quiet Life is a Windows-only game using .NET 4 and XNA
Framework 4. If you picked the download with them included, their
installers are in this folder. If not, you can get them here:

.NET Framework 4:
https://www.microsoft.com/download/en/details.aspx?id=17851
XNA Framework 4:
https://www.microsoft.com/download/en/details.aspx?id=20914


====CONTROLS====

Controls:

Numpad - Move (8-directional)
Z - Perform action
X - Toggle between possible actions

H - Hide possible actions
F or Alt-Enter - Toggle fullscreen mode
Escape - Quit the game

(Alternative options for controls:
Movement: Arrow keys, WASD, Home/End/PgUp/PgDown
Perform: Enter
Toggle: Space, Shift
Hide: Tab)

====TIPS====

Some tips:

- Interact with a tree trunk to get 'Branch'. Combine it with 'Stone' to
  get the 'Stone Axe', a very important item. Many interactions will work
  like this.
 
- Many items, among which all kinds of food, decay if left on the ground.
  They will not decay when held, and in fact the decay timer is reset when
  you pick up the item.
 
- It's possible to craft wooden floors (and walls). Stuff left on wooden
  floors decays far more slowly as it would normally decay. Roasted food
  and tomatoes don't decay at all on floors!

- Don't kill the sheep immediately. After some time, the sheep will
  reproduce (even if there are no other sheep around them). If there
  are no sheep left, no new ones will be born!


====LEGAL STUFF====

Attribution:

The following samples from the following Freesound users were used
in this game:

Under Creative Commons Attribution 3.0:
- 'BirdFlap1.wav' by AgentDD (edited into 'drop.wav')
- 'Chicken Meat Slime' by qubodup (edited into 'butcher.wav')
- 'concrete block hit 5x.wav' by FreqMan (edited into 'mine.wav')
- 'forest stick sticks wood stone hit carpenter woodcutter axe handmade
    manual work craft crafting handcraft handcrafting 3.wav' by bulbastre
   (edited into 'craft.wav')
- 'Landing on ground.wav' by ceberation (edited into 'ground.wav')
- 'saw.wav' by hazure (edited into 'saw.wav')
- 'sheep in field.mp3' by soundmary (edited into 'sheepbirth.wav',
    'sheepdie.wav' and 'sheepeat.wav')
   
Under Creative Commons Sampling+:
- 'axe.ogg' by electrovoice664 (edited into 'chop.wav')

Under Creative Commons 0 (public domain):
- 'Apple Bite' by phatcorns (edited into 'eat.wav')
- 'birdtweet.wav' by UncleSigmund (edited into 'bird.wav')
- 'Bonfire Being Lit' by samararaine (edited into 'burn.wav' and 'fire.wav')
- 'Grilled bacon' by danieldouch (edited into 'roast.wav')
- 'Hammering on Wood_1-2.aif' by lucaslara (edited into 'build.wav')
- 'Keys Table.wav' by thegoose09 (edited into 'pickup.wav')
- 'Punch #1.mp3' by lewisisminted (edited into 'impact.wav')
- 'Water splash.wav' by speedygonzo (edited into 'water.wav')


Everything else in the game is made by me and is public domain.
Feel free to do whatever you want with it.


====LINKS====

Source code can be found at: http://www.vdzserver.org/quietlife/

Ludum Dare entry page:
http://www.ludumdare.com/compo/ludum-dare-31/?action=preview&uid=7284

---

[object]
name "Grass Seeds"
sprite "grassseeds"
[/object]

[properties]
multiuse
[/properties]

[spawn]
setvar "uses","5"
[/spawn]

[use]
card "plant"
icon "grassseeds"
itemisheld
createtile "Grass"
sound "ground"
decvar "uses"
BEQ "uses","0","usedup"
[/use]

[update]
BEQ "decaytimer","80","rotaway"
itemnotheld "resetdecay"
tilenotproperty "artificial","slowdecay"
incvar "decaytimer","4"
[/update]

[namedscript]
name "slowdecay"
incvar "decaytimer","1"
[/namedscript]

[namedscript]
name "rotaway"
destroythis
[/namedscript]

[namedscript]
name "usedup"
destroythis
[/namedscript]

[namedscript]
name "resetdecay"
setvar "decaytimer","0"
[/namedscript]

---

worldsizex "34"
worldsizey "22"

basetile "Grass"

//Sea
[spawn]
spawntile "Sea"
min "1"
max "4"
spreadtilesmin "8"
spreadtilesmax "30"
[/spawn]

//Coast
setoutlinetile "Coast"
outline "Sea"

//Beach
setoutlinetile "Beach"
setoulineexception "Sea"
outline "Coast"

//Trees
[spawn]
spawnobject "Tree"
min "30"
max "50"
accept "Grass"
[/spawn]

//Rocks
[spawn]
spawnobject "Rock"
min "10"
max "20"
accept "Grass"
accept "Beach"
[/spawn]

//Stones
[spawn]
spawnobject "Stone"
min "8"
max "12"
accept "Grass"
accept "Beach"
[/spawn]

//Trunks
[spawn]
spawnobject "Tree Trunk"
min "5"
max "8"
accept "Grass"
[/spawn]

//Add two sheep
[spawn]
spawncreature "Sheep"
min "2"
max "2"
accept "Grass"
[/spawn]

---

//=======Gameplay=======

//How much 'hunger decrease' is increased each year
hungerdecreaseacceleration "0.3"

//How much 'hunger decrease' (hunger bar loss per turn) you start with
hungerdecreasestart "0.5"

//Maximum food capacity (max hunger bar value)
hungermax "100.0"

//Starting hunger bar
startinghunger "100.0"

//Start in "summer" or "winter"
startingseason "summer"

//How much turns there are left in the season you start in
startingseasonleft "400"

//Turn in which the game starts. Does not affect seasons or hunger!
startingturn "1"

//Year in which the game starts. Does not affect hunger!
startingyear "1"

//Number of turns in Summer
turnsofsummer "400"

//Number of turns in Winter
turnsofwinter "400"

//=======Graphics=======

//Suported text replacements:
//$SEASON$
//$TURN$
//$YEAR$

//Hunger bar position (X = center, Y = top)
barhungerx "1164"
barhungery "467"

//Distance it floats up, and how many pixels per second it does so
cardfloat "3"
cardfloatspeed "3"

//Distance from top left the card icon is displayed
cardiconx "1"
cardicony "1"

//Distance between cards
cardspacingx "2"
cardspacingy "-4"

//Card position (relative to player top left)
cardx "-1"
cardy "-52"

//RGB colors (0-255) of Summer background
colorofsummerR "0"
colorofsummerG "0"
colorofsummerB "0"

//RGB colors (0-255) of Winter background
colorofwinterR "180"
colorofwinterG "180"
colorofwinterB "180"

//Text to display at date
datetext "$SEASON$, Year $YEAR$"

//Position of date text (X = center, Y = top left)
datex "1184"
datey "400"

//Text to display at game over screen
finalturnstext "You lasted $TURN$ turns."

//Position of finalturns text (X = center, Y = top)
finalturnsx "640"
finalturnsy "400"

//Position of 'held item' icon (top left)
holdingiconx "1168"
holdingicony "97"

//Position of 'held item' name (X = center, Y = top)
holdingtextx "1184"
holdingtexty "139"

//Resolution
resolutionwidth "1280"
resolutionheight "720"

//Position of sidebar (top left)
sidebarx "1088"
sidebary "0"

//Size of tile and object graphics
tilesizex "32"
tilesizey "32"

//Text to display at turn counter
turncountertext "Turn: $TURN$"

//Position of turn counter (X = center, Y = top)
turncounterx "1184"
turncountery "16"

//Position of 'under you' icon (top left)
undericonx "1168"
undericony "287"

//Position of 'under you' item name (X = center, Y = top)
undertextx "1184"
undertexty "329"

//Offset at which to start drawing the world
worldoffsetx "0"
worldoffsety "8"

//=======Misc=======

//Music to be played during Summer
musicsummer "summer"

//Music to be played during Winter
musicwinter "winter"

---

[object]
name "Raw Meat"
sprite "meat"
[/object]

[use]
card "eat"
icon "meat"
itemisheld
reducehunger "20"
destroythis
sound "eat"
[/use]

[update]
BEQ "decaytimer","300","rotaway"
itemnotheld "resetdecay"
tilenotproperty "artificial","slowdecay"
incvar "decaytimer","4"
[/update]

[namedscript]
name "slowdecay"
incvar "decaytimer","1"
[/namedscript]

[namedscript]
name "rotaway"
destroythis
[/namedscript]

[namedscript]
name "resetdecay"
setvar "decaytimer","0"
[/namedscript]

---

[object]
name "Roasted Meat"
sprite "roastedmeat"
[/object]

[use]
card "eat"
icon "roastedmeat"
itemisheld
reducehunger "40"
destroythis
sound "eat"
[/use]

[update]
BEQ "decaytimer","600","rotaway"
itemnotheld "resetdecay"
tilenotproperty "artificial"
incvar "decaytimer","4"
[/update]

[namedscript]
name "rotaway"
destroythis
[/namedscript]

[namedscript]
name "resetdecay"
setvar "decaytimer","0"
[/namedscript]

---

[creature]
name "Sheep"
sprites "{"
"sheep1"
"sheep2"
"}"
[/creature]

//---KILL---
[combination]
target "Hammer"
card "kill"
icon "sheep1"
jump "kill"
[/combination]

[combination]
target "Saw"
card "kill"
icon "sheep1"
jump "kill"
[/combination]

[combination]
target "Shovel"
card "kill"
icon "sheep1"
jump "kill"
[/combination]

[combination]
target "Stone"
card "kill"
icon "sheep1"
jump "kill"
[/combination]

[combination]
target "Torch"
card "kill"
icon "sheep1"
jump "kill"
[/combination]

[combination]
target "Scythe"
card "kill"
icon "sheep1"
jump "kill"
[/combination]

//---USE---
[combination]
target "Stone Axe"
card "use"
icon "stoneaxe"
groundisfree
groundspawn "Wool"
sound "shave"
[/combination]

[combination]
target "Goad"
card "use"
icon "goad"
incvar "prodded"
sound "sheepbirth"
[/combination]

//---UPDATE---
[update]
incvar "hunger"
BMT "hunger","40","starve"
BMT "hunger","29","eat"
BMT "prodded","0","processprod"
jump "normalbehavior"
[/update]

//---SCRIPTS---
[namedscript]
name "normalbehavior"
incvar "birth"
BMT "birth","150","trybirth"
jump "movearound"
[/namedscript]

[namedscript]
name "trybirth"
BMT "hunger", "10", "movearound"
random "0.85", "givebirth"
jump "movearound"
[/namedscript]

[namedscript]
name "givebirth"
spawncreature "Sheep"
setvar "birth","0"
sound "sheepbirth"
setvar "hunger","30"
[/namedscript]

[namedscript]
name "movearound"
targetnearby
objectnotproperty "animalrepel"
movetarget
[/namedscript]

[namedscript]
name "processprod"
decvar "prodded"
moveawayfromplayer
[/namedscript]

[namedscript]
name "eat"
tilehasproperty "animalfood","normalbehavior"
groundisfree "normalbehavior"
createtile "Dirt"
decvar "hunger","30"
sound "sheepeat"
[/namedscript]

[namedscript]
name "starve"
targetgroundisfree "movearound"
jump "die"
[/namedscript]

[namedscript]
name "kill"
targetgroundisfree
sound "impact"
jump "die"
[/namedscript]

[namedscript]
name "die"
killself
sound "sheepdie"
targetgroundisfree
spawn "Dead Sheep"
[/namedscript]

---

[object]
name "Scythe"
sprite "scythe"
[/object]

[properties]
directionalusage
[/properties]

[combination]
target "Grass"
card "use"
icon "scythe"
notdirectional
groundisfree
spawn "Grass Seeds"
sound "shave"
[/combination]

---

ramen
op vensterbank
roedes bovenkant tot 4-5cm onder de vensterbank: ~150cm

raambreedte + 5cm per kant: 190cm



deuren
breedte + 5 cm per kant: ~90cm (na 7cm ~60cm raam)
bovenkant roede tot grond: ~>235cm
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o
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« Reply #5 on: January 17, 2015, 02:25:38 AM »

whats a text file
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Christian Knudsen
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« Reply #6 on: January 17, 2015, 07:57:09 AM »

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