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Thread: What are you working on RIGHT NOW - T1/2 Dromed Edition

  1. #1776
    Good move Rsoul... i know that those are the most difficult decisions to make.. what we like sometimes is not good enough for dromed and is right to leave it and replace it with a better logic result.

    btw the screenshot you posted tells me that the new stairchase is just wonderful. (i prefeer this one that the old one)
    go on !

  2. #1777
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    I also prefer the new one, looks nice!

  3. #1778
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Rsoul, I agree with all the others. Good decision.

    Since I seem to be going into gambling with my mission, new card graphics to fit the Cosas card deck. A little less modern than the Bicycle Rider back. And a little less tarot-esque for the face. And all with the regular Thief palette!


  4. #1779
    LarryG, I'm impressed by your handling of indexed images. I had big problems yesterday while doing maps, but I eventually got some kind of hang of the default map palette.



    After working on it for half a year, I'm scrapping the rope-able crates mission completely. Instead I am going to do a really small mini-FM instead: Lord Hauntleroy's Tombs. Find the loot! Avoid the lord! Get out! It will take you 5 minutes tops to complete

    Seriously though, today I've created the remaining four maps for my "demo mission that is no longer a demo mission"-mission (yesterday I created the first, after way too many hours of hair-pulling and gnashing of teeth). The one shown in the screenshot is over the starting area (handdrawn by Garrett himself). The lord owning the tombs will not be called "Lord Hauntleroy", by the way...

    Edit:
    I'm using Vigil's excellent blank maps, by the way.

  5. #1780
    Member
    Registered: Nov 2001
    Location: The Highwater Estate
    Quote Originally Posted by qolelis View Post
    The lord owning the tombs will not be called "Lord Hauntleroy", by the way...
    How can you NOT use that very clever pun? I burst out laughing when I saw it. Even better if it's a kid-sized haunt.

  6. #1781

    "Oh, do join us!"

    Quote Originally Posted by Yandros View Post
    How can you NOT use that very clever pun? I burst out laughing when I saw it. Even better if it's a kid-sized haunt.


    Well, It doesn't really fit this exact mission...

    The lord is supposed to belong to one of the oldest nobilities in The City, dating way back, and I want the name to reflect that, but I still haven't come up with a good name.

  7. #1782
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements

    WORKING SLOT MACHINE!!!

    Still to do:

    1) Require frobbing with a gaming chip to operate
    2) Time delay or RAT so that the slot-o-meter(tm) has time to complete its Tweqs before payout happens
    3) Switch payout to gaming chips
    4) impliment a grand payout for hitting all 4.
    5) figure out a way to get a payout on any triple and/or any double. Right now I took the easy way and pay if the rightmost two match only. Unfortunately I don't see an easy way to do pattern matching on qvars. Maybe NV or someone else will have a suggestion ... hint, hint.
    6) I'd like to get the chips to deposit in the obvious place instead of having them drop to the ground, but I can't quite see how to do that either. Landing on the ground isn't all that bad, is it?

    BUT IT WORKS!!


  8. #1783
    Of course, real slot machines don't work like that, they set all the tumblers spinning at the same time and keep going for many rotations before slowing down and finally stopping.
    Not something that could be... easily... done in Dark.

  9. #1784
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    True. I settled for what I could do. Now about my qvar question ... ?

  10. #1785
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    Grats on it working.

    Quote Originally Posted by LarryG View Post
    6) I'd like to get the chips to deposit in the obvious place instead of having them drop to the ground, but I can't quite see how to do that either. Landing on the ground isn't all that bad, is it?
    Put a chip payout collection box under the payout chute for them to drop into, spawning at precisely the height of the chute's opening.

  11. #1786
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Unfortunately the payout box is internal to the slot machine model. I'm treating it like a chute because the coins will fall through to the floor and be hidden otherwise. But it really was designed as a payout box if you look closely.

  12. #1787
    Member
    Registered: Aug 2007
    Location: LosAngeles: Between Amusements
    Let's move this discussion to the Slot Machine thread.

  13. #1788
    Today I've finished the first automap for this project. It took me a couple of hours even though I started with the easiest one in order to get used to the process before tackling the more complex maps. I can see why people seldom include automaps, but since I really like them myself, I have to include them. The next one should be quicker now that I know a bit more what to look for and what to do and what not to do. The process itself isn't that hard, once you get into the routine, but it takes time to tweak it.

    Edit:
    I managed to finish one more automap before going to bed. Only three left now.
    Last edited by qolelis; 27th Aug 2009 at 19:31.

  14. #1789
    LarryG it is wonderful... very nice ...well done.

  15. #1790
    My dromeding was grinding to a halt in the last couple of months. I am about to move from Ohio to Nevada and it leaves me little time to build. I am still building my first mission (it's taking an embarrassingly long time) and now I have to stop at this stage. I put a few screenshots about where I am right now. It is a city mission, the outside is finished and almost completely textured. I have to add some small details. The interiors are carved out, but they still need lot of texturing and other work. I already placed 1000+ objects and I probably need grouping them if I want to stay within the limits. Hopefully I can pick it up again once my move is done.









  16. #1791
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    First mission, you say? You must have put in a lot of research/practice, because what you've got there looks fantastic! As a newbie myself, I'm rather put off by (read: jealous of) of what you've got, there. Congrats.

    I particularly like your use of architecture. I've never seen any other uses of cross-beams for chapel arches to counteract the outward tension in lieu of buttresses.

  17. #1792
    Member
    Registered: Jun 2001
    Location: Moscow
    Everything in these shots looks absolutely fantastic.

  18. #1793
    Quote Originally Posted by scarykitties View Post
    I particularly like your use of architecture. I've never seen any other uses of cross-beams for chapel arches to counteract the outward tension in lieu of buttresses.
    This statement frankly baffles me. What are you trying to say?

  19. #1794
    "Beams where columns are"

  20. #1795
    Member
    Registered: Aug 2002
    Location: Siberia, Russia
    Very good screenies, Vasmarok

  21. #1796
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    Quote Originally Posted by Digital Nightfall View Post
    This statement frankly baffles me. What are you trying to say?
    Well, I've seen a number of chapel screenshots, and usually people will either make a peaked roof, with a number of supporting beams above, or make an arched roof, lacking those beams. In architecture, that's usually because there are buttresses or flying buttresses outside, leaning against the wall to support the weight that the arch puts outwards.

    I'm saying that his stuff looks good, and it's impressive that he considered some semi-accurate architectural support (in this case, those wooden beams that run perpendicular to the chapel's hall look good, would serve the function of taking the stress of the arch), and it creates some clever gameplay opportunities, such as rope arrowing up to the rafters to wait for a guard to pass by below.

    Speaking of which, I like how colorful and well-lit the level is while clearly still having good hiding spots. Good use of sight-blocking objects/structures and carefully-placed lights/shadows.

  22. #1797
    Ah, you're talking about the use of a beam as a tension member. Does look nice, yup.

  23. #1798
    Quote Originally Posted by scarykitties View Post
    First mission, you say? You must have put in a lot of research/practice, because what you've got there looks fantastic! As a newbie myself, I'm rather put off by (read: jealous of) of what you've got, there. Congrats.

    I particularly like your use of architecture. I've never seen any other uses of cross-beams for chapel arches to counteract the outward tension in lieu of buttresses.
    Thanks. I am not an architect though, far from it. I just wanted something to hang the chandelier that's why the beams are there, and of course as you said, they are also for the gameplay. I know the feeling of jealousy, I experience it,whenever I see DrK's, Wille's, Sliptip's and many other taffer's screenshots. This mission has been taking too much time to make, so when I run around it I can definitely tell from the look of the architecture which structures I built first and which ones last. I probably will not change those early structures, just to see my (slow) progress. Heck, I still have a building in the mission that I started out with the Dromed tutorial

  24. #1799
    Member
    Registered: Jul 2009
    Location: South Dakota, USA
    So this is not only your first mission, but one of your first Dromed creations? Very impressive that you've got stuff that looks so completed and detailed on your first shot (as opposed to my large, empty areas and cobbled-together levels that I would die if anyone ever saw).

  25. #1800
    Today I took a break from my automaps (of which there are now two left) and added at least 1 Easter egg. I also created a slightly Goldbergian delay-thing, but which actually reduced the object count from 12 to 2+2

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