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by NeOmega
19 May 2019, 21:07
Forum: Balanced Annihilation
Topic: Does anyone still play?
Replies: 2
Views: 921

Re: Does anyone still play?

You were a cool Canuck Mr. Cucumber. (You too, Bel XD )
I've played a couple weeks recently.
But other than that, not for years. And only intermittently.
by NeOmega
19 May 2019, 21:04
Forum: General Discussion
Topic: RIP BA
Replies: 64
Views: 8202

Re: RIP BA

I thought I felt a great disturbance and sadness about this game last night.
by NeOmega
27 Jan 2019, 04:15
Forum: Feature Requests
Topic: suggestion: replay backward/forward
Replies: 20
Views: 3405

Re: suggestion: replay backward/forward

There are no real random numbers in computation? unless you have external sensors too non deterministic real world data. And as the sim has to be sync aka the same after all input steps on all computers, random has to be the same for machines. Spring uses the Mersene Twiste for random, and although...
by NeOmega
20 Jan 2019, 04:46
Forum: Feature Requests
Topic: suggestion: replay backward/forward
Replies: 20
Views: 3405

Re: suggestion: replay backward/forward

Does this mean there are no random numbers used in spring engine?
Or is it maybe a seed?
by NeOmega
20 Jan 2019, 04:22
Forum: Feature Requests
Topic: Spec Cheat Detector via inverse mouse movement relationship
Replies: 4
Views: 877

Re: Spec Cheat Detector via inverse mouse movement relationship

If the spectator only moves their mouse when the player does not, and visa-versa, then there is a very high likely hood of twin-box spec cheating. --- Even after 1 game, the likely hood that two people were moving and not moving (inversely) simultaneously, is near impossible. After 5 games, it is i...
by NeOmega
14 Jan 2019, 04:44
Forum: Feature Requests
Topic: Spec Cheat Detector via inverse mouse movement relationship
Replies: 4
Views: 877

Spec Cheat Detector via inverse mouse movement relationship

So, the more I think of this tool, the more I think it makes sense to be implemented at the engine multiplayer level. Basically, have a program that detects (or reads, if in a save file) movement of the player, and pairs it against a spectator. If the spectator only moves their mouse when the player...
by NeOmega
05 Dec 2018, 12:45
Forum: Off Topic Discussion
Topic: I said I am going to make a game......
Replies: 16
Views: 6220

Re: I said I am going to make a game......

And look at that insta-terrain.
Can't wait to figure out how to make trees, to make terrains and planes never seen before. :)
I already have an awesome fields of the dead texture made.
A land of bones, skulls, and ruin.

https://youtu.be/4dWCDWLwg1s
by NeOmega
04 Dec 2018, 12:21
Forum: Off Topic Discussion
Topic: I said I am going to make a game......
Replies: 16
Views: 6220

Re: I said I am going to make a game......

This week, I worked on polishing up the eye candy:


https://youtu.be/xZazRDpPBXE
by NeOmega
23 Nov 2018, 12:41
Forum: Off Topic Discussion
Topic: I said I am going to make a game......
Replies: 16
Views: 6220

Re: I said I am going to make a game......

The airships, and two race types are my own. (the ones with the green and blue spirit variants). The rest are asset store. Some of the asset store meshes are too high poly for an RTS, so I have to make LoD's for them, which not a *huge* deal in blender. I will probably make low poly versions of all ...
by NeOmega
22 Nov 2018, 20:56
Forum: Off Topic Discussion
Topic: I said I am going to make a game......
Replies: 16
Views: 6220

Re: I said I am going to make a game......

So I ignored your pro-tip, and re-wrote the formation painting, as it was not stable, now it is 100% stable. I also added block, flock and star formations. Block still needs some optimization, but the other two can not possibly be optimized any further. Although formation painting gives awesome RTS ...
by NeOmega
08 Nov 2018, 07:00
Forum: Off Topic Discussion
Topic: I said I am going to make a game......
Replies: 16
Views: 6220

Re: I said I am going to make a game......

https://www.youtube.com/watch?v=M8M0jpL5kHU wow i didnt know it was possible to make tunnels in games nice Coming in 2018.3. This is something I was working on a couple months ago. It is me trying to re-create my favorite spring script (Formation Painting), and some cool looking airships. https://ww...
by NeOmega
25 May 2018, 00:24
Forum: Off Topic Discussion
Topic: I said I am going to make a game......
Replies: 16
Views: 6220

Re: I said I am going to make a game......

not even dead. lines of code are being written. i will have to die before this project does. all in. learning to code while going along is nice. it keeps me focused, because i want this game to live (feel sorry for those who learn coding via accounting apps and scheduling examples) Using SOLID princ...
by NeOmega
08 May 2018, 10:11
Forum: Off Topic Discussion
Topic: I said I am going to make a game......
Replies: 16
Views: 6220

I said I am going to make a game......

And After about 3 weeks of research, I knew that Unity was the place to do it. The community is enormous, the video tutorials are endless, the asset store will let me buy all the standard stuff like elves, dwarves, castles, etc, so I can focus on the unique areas of my universe. Sorry Spring. I can ...
by NeOmega
05 Jan 2018, 20:09
Forum: Game Development
Topic: The feasability of Spring as a battle engine in a wider game
Replies: 10
Views: 1364

Re: The feasability of Spring as a battle engine in a wider game

i have no intention of doing tbs mp. it never works anyway. if i did, it would be more like spore, where you download another players sandbox, and run around in it.
by NeOmega
04 Jan 2018, 05:22
Forum: Game Development
Topic: The feasability of Spring as a battle engine in a wider game
Replies: 10
Views: 1364

Re: The feasibility of Spring as a battle engine in a wider game

That's the answer I was looking for. It's pretty concrete and what I expected. Basically, a graphically light TBS (2d), crunching the CPU between turns, using spring as battle engine. I do plan for multiplayer, but different then what Spring is really set up for, (probably not pitched battles betwee...
by NeOmega
04 Jan 2018, 02:20
Forum: Game Development
Topic: The feasability of Spring as a battle engine in a wider game
Replies: 10
Views: 1364

Re: The feasability of Spring as a battle engine in a wider game

I think most of your work would be to integrate Spring with the "2d map" module of the game. You could even... make the entire game in Spring. Have the "2d map" act as a LuaMenu (or normal Spring game if you want Spring MP support), and just draw it yourself with some OpenGL (not sure how complex y...
by NeOmega
03 Jan 2018, 21:21
Forum: Game Development Tutorials & Resources
Topic: How do you pack to .sdz?
Replies: 4
Views: 1113

Re: How do you pack to .sdz?

eh? solid archive? explain please.
by NeOmega
03 Jan 2018, 21:20
Forum: Game Development
Topic: what are the hard limitations of this engine?
Replies: 15
Views: 3165

Re: what are the hard limitations of this engine?

yeah, i already thought about workarounds for things like archs or bridges. i dont really intend to use them, but i figured you could put in features or even gaia units to fake archways etc. you could possibly even use invisible transports to rail units across "bridges". but these are all things i a...
by NeOmega
03 Jan 2018, 20:21
Forum: Art & Modelling
Topic: tangent space normal mapping
Replies: 4
Views: 1445

Re: tangent space normal mapping

awesome. i have read almost the entire wiki now. very excited, this was concerning me, but now those concerns are allayed. (i really did not want to do 2d texture painting, as making a high poly model and baking it to a low poly gives you an artpiece you can use forever, as game engine progress, you...
by NeOmega
03 Jan 2018, 02:13
Forum: Art & Modelling
Topic: tangent space normal mapping
Replies: 4
Views: 1445

tangent space normal mapping

back in the day, way back, i actually wrote a tutorial on how to hack blender to make tangent space normal maps. (this was 2003 or so). (aka dot3 mapping) i did a search to see if spring has it, not seeing much. It does have normal mapping. (i know it does), but the nice thing about TSNM was you jus...

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