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Community / Cockpit Competition / Re: My cockpit is bigger than yours. [Finished]
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on: April 08, 2009, 08:58:26 AM
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I just checked the linked zip and it contains the two executables for the windowed and fullscreen mode. My guess is that your browser still has the older file cached? I'm sorry, I should have been clearer about what to expect in the new file. Also, I'm working on a less confusing introuction to the game, where you are shown what a data voxel looks like, but until then: it's basically a flashing cube. 
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Community / Cockpit Competition / Re: My cockpit is bigger than yours. [Finished]
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on: April 08, 2009, 06:36:16 AM
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Thanks for the comments everyone!  I just uploaded a new version that fixes the mistake on the instructions screen. I also fixed a small bug where the game would end after you gathered a random number of voxels. I hope nobody minds! Once I make any real change though, like adding music and a few "cutscenes" each time you find a data voxel (the "full experience"), then I'll upload a version separate from the compo entry. Melly: Have you tried extracting the folder before running the game? The new version has a separate windowed mode, can you tell me if it helps? I thought 640x480 was still supported on every monitor... (I'm already pretty pissed off that 320x240 isn't anymore...) I'm not sure how I feel about adding direction to the sonar, it's really only supposed to help you once you get close to your target... Figuring out how to use it is part of the challenge: otherwise the game would just become "follow the arrow" and then it ends  . Maybe I should add a short triangulation tutorial at the beginning? Now I really need to get started playing all the other games!
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Community / Cockpit Competition / My cockpit is bigger than yours. [Finished]
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on: April 06, 2009, 11:24:42 AM
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Surprise entry! My cockpit is bigger than yours --- Presented in VOMIT-O-VISION (It makes slightly more sense in motion) As a data miner, you are sent to the mysterious and unexplained structure anomaly with the objective of recovering the few priceless data voxels that lie within it. Your trusty sonar will help you locate the voxels, which are easily recognizable among the debris by their flashing pattern. Download here!Controls:- Use the arrow keys to rotate your craft. - Use the 'W' and 'S' keys to control thrust. - Go really fast and crash into something to experience the FULLY DESTRUCTIBLE ENVIRONMENT!.  So here's my (possibly late?) entry to the cockpit compo! I'm only posting now because I started working on it pretty late and I wanted to make sure that I would have something done before posting anything... I'd like to know what people think!
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27
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Player / General / Re: DF succession game - Crazydrinkers [Year two]
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on: January 30, 2009, 08:22:15 AM
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Ever since the z-axis, I usually put almost the whole fortress in a soil layer: digging in there is much faster than in rock and doesn't leave any stone items behind, so you can easily make huge stockpiles for your industry. Other than for mining purposes, digging in rock is still useful for offices, dining rooms and quarters, since you can engrave the walls, so I usually put these below my industrial levels, where the soil layer ends.
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Player / General / Re: Turn-based strategy games
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on: January 29, 2009, 03:46:15 PM
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Alpha Centauri is one of my favorite games of all time, and in my opinion it is still the best civilization game... The setting, the faction personalities, the quotes, the customizable units, the way the planet ecology and weather are dynamic and evolve throughout the game  Master of Orion 1 & 2 are also among my favorites, I suggest you try them if you can get them to work. I'm currently trying to get into Paradox Interactive games like Victoria and Crusader Kings because they look like the kind of deep complex games I'd enjoy, but wow the learning curve is probably steeper than dwarf fortress  Emperor of the fading suns is also a game I'd like to try some day...
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Player / General / Re: Talent is overrated
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on: January 29, 2009, 03:24:41 PM
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Whether innate "talent" exists or not, the lack of it is much too often used as an excuse for not doing any effort... When they encounter someone with talent beyond anything they can do themselves, most people go "he was born like that, he's a genius" which is a convenient way of escaping the difficult realization that they could probably do as much themselves, had they worked as much on it: If someone is better than you, it must be because of some magical ability they somehow didn't deserve... It is a view that I think is extremely insulting to the sacrifices that talented people have to make to reach the point they are at. There's a beautiful study which I think is relevant to the discussion in this thread: http://www.npr.org/templates/story/story.php?storyId=7406521It showed that children who are taught that intelligence is a fixed and innate ability tend to get worse grades at school than children who are taught how the brain can improve itself through practice and learning.
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Player / General / Re: DF succession game [Year one]
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on: January 29, 2009, 02:48:15 PM
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Any reason why you decided to have irrigation instead of building the farms in a soil layer? I'm all for it because it will make the game more interesting (more opportunities for critical failure) but I'm curious whether it's because this is the first time you play since the z-axis version and don't know that farming is now super-easy. "Crazydrinkers" is a great fortress name  (You should add it to the title of this thread!)
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Player / General / Re: DF succession game [Year one]
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on: January 27, 2009, 06:31:41 AM
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Can I still sign up? Please please please, I wanna be a fortress overlord too! I hope the fortress has a fun name, the generator has a lot of potential for creativity...
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Developer / Technical / Re: Post your main function(s)
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on: January 20, 2009, 02:24:13 PM
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I usually use C++/OpenGL (with GLFW). I decouple the rendering from the game ticks, so that if some frames take too long to render, they're skipped and the whole game doesn't slow down. It also allows me to easily choose any length I want for a game tick. #define TICKTIME 1/60.0
int main() { //Initialization --------------- //This is where I initialize opengl, load resources, load the game world, etc... //[...]
//Start Game --------------------- double t0 = 0; double t1 = 0; glfwSetTime(0.0); //Initialize the timer while(!glfwGetKey( GLFW_KEY_ESC ) && glfwGetWindowParam( GLFW_OPENED )) { //TICKS-------------------------- while(t1-t0 > 0) { //Do game TICK thegame.doTick(); t0 += TICKTIME; } //Do IO thegame.renderGame();
//update timer t1 = glfwGetTime(); } //Terminate graphics, sound etc... //[...] exit(0); // Exit program } I also wrote a main loop that is actually like a multi-threaded job scheduler, it's so I can make an event-based game engine, where each individual object has its own variable rate of update instead of having a fixed global tick system. There's a main rendering thread that keeps looping and halts on vsync, and then one thread for each processor you have that simultaneously process game object "jobs" by priority. I haven't made anything using it yet, though...
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Community / Townhall / Re: Gate
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on: January 20, 2009, 01:58:29 PM
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Ok I just got to level 22, that game is awesome!!! I always wanted to do something similar, it's such a great idea for a game! I'll repeat what others have said before: I hope that you continue working on this, because with more polish the game has the potential to be something even greater than what it is now. You mention that a perfect game should have no tutorial, and I totally agree: I think what's most needed now is some kind of easier way to play around with the new gates once you get them to get a feel for how they work. I can see how someone who has no idea what a flip flop is would get frustrated and quit. Even better maybe would be to have to build the gates out of simpler ones before you're able to use them. This is an amazing example of a game as a learning tool: It can probably teach about the basics of logic gates much faster and more efficiently than any textbook would. The only problem is that with the current lack of polish, most people will pass on the oppotunity to learn something. I'll continue playing, I hope that you end up building a computer on the last level 
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: January 20, 2009, 11:13:12 AM
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Same thing here, I was glad to see that Derek seems to like the same compo ideas as I did... The "you have to ..." and "single boss" ideas although interesting don't seem as great to me as some of the other ones that were suggested... (Both as a developer and eventual player of the games that the compo will produce.)
With that said, here's a good one: "You have to program the whole damn game"
And that one is for you Pencerkoff: "You have to usher in the glorious age of the Motherland"
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Developer / Art / Re: Art
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on: December 31, 2008, 07:12:33 AM
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The brown haired one looks kind of surprised, but I mean that's what happens when you wear that kind of armor 
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: December 28, 2008, 11:59:41 AM
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I agree! We should do a rules, mechanics, or technology based competition next, rather than a story theme based one. My votes still go to: -(Potentially) Zero player / Sandbox game / Playful God -Creative Design/Self-creating Gameworld -Science/Educational -Political -AI Competition 
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