Journeywar - Page 60

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT » 01 Jun 2016, 22:29

Fixed the TacZones- the icons now show text
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 21 Jun 2016, 23:57

The goddamn shroudshrike.

Its one of the first units i started- and its one of the huggest buggers of all time.
I created it, originally as a expanding sphere of enforced peace and found it no fun.
So i kicked it.

Then i recreated it, as a unit that represents a meta poker game with units in its influence sphere.
And as all the luck in a competitive game, it sucked.
So i kicked it.

Now its back, this time as a experience redistributing unit, where the distribution direction depends upon, weather it was fired upon.
Please dont suck again :(
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 25 Jun 2016, 00:30

Image

Portalstorm
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 28 Jun 2016, 23:20

Currently in the making Journeyman AntiAir -WaterUnit

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PicassoCT
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Re: Journeywar

Post by PicassoCT » 27 Jul 2016, 23:22

Well .. its old hat now.. but im streaming..

https://www.livecoding.tv/picassoct/
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 07 Aug 2016, 23:45

Troubles without ending:

Adding the sunship, i realized, that the terraindeformations are not showing correctly- even though the unit has a far enough line of sight and is flying.
The Decals can not selfiluminate

TODO:

Apply this shader to the units surface after ignition
https://www.shadertoy.com/view/XlSSzK

Get the model ingame

Script the animation
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 15 Aug 2016, 22:57

sunship
Image
Image

Image
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 21 Aug 2016, 19:40

hanglider
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 28 Aug 2016, 22:53

Journeywar Update:
Image
A new Version is out and up: 54.1
Allygator has now sound
It contains all Units jw will ever have, and some additional bugfixes.


Strider IK has been sighted and found insufficient- and a general solution will be found
Means inspired by this we will have IK in spring:
https://github.com/DarrenTsung/inverse-kinematics

Be warned it will be expensive. So hero units only - or units which are on screen only.

May the madness prevail
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 03 Oct 2016, 23:09

Generated Landscape Features..

basically one huge Feature, consisting out of Pixels ("Subfeatures") that are rerranaged according to a Algorithm.

Should result into something like this

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PicassoCT
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Re: Journeywar

Post by PicassoCT » 03 Nov 2016, 21:28

Just postin for the hostin
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 06 Nov 2016, 18:30

springlobbylogo
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 11 Nov 2016, 22:30

datasharing via the intertubes... because vm-box tools refuse to work with a usb-stick.. so sad - so source
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 26 Dec 2016, 02:10

Part of a Minimission:

Image

I just wonder how much effort it is, to create emotional attachment to characters in Spring.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 08 Jan 2017, 22:21

Journeywar:
Time for a little update on the interstellar war as of late.
What has happened:
Polishing:

All Units are now in Game, though some are not completely bug-free.
Lots of small changes, such as code formatting and bug fixing.
Everything new results in the end in a boring maintainer job, and this is what journeywar has turned into.
I played it alot against RAI and the spawner AI i made.
There where a ton of bugs, and there are still a ton of bugs. But suprise, there are moments where fun is real.

I added Oil-drums to the spawned Units.. they are fun to blow up with creepers nearby.
The GUI-Is full of habaneros now (irregular shaped buttons), which still lack some functionality though.

The Varyfoos now combine to a Varytara, and save thus polys.

Image

Image

Image
Server:
Thanks to Pepe Ampero Journeywar has now a server, and its supposed to update itself to the newest version.
I can not yet play on my own server, cause the game refuses to sync with my devVersion
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Orfelius
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Re: Journeywar

Post by Orfelius » 09 Jan 2017, 18:46

Steam release when :?:

Are the bird-things new too? They look very nice with the sky as their background.

Will the two allegedly memorable characters merge (evolve) into a silent protagonist with a crowbar?
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azaremoth
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Re: Journeywar

Post by azaremoth » 10 Jan 2017, 23:26

Nice gigant killer bug. Also your experiments with the UI are looking promissing.
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PicassoCT
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Re: Journeywar

Post by PicassoCT » 11 Jan 2017, 00:46

Its a way to save polys.. you merge massunits to a giant meta unit.
:D

The Habaneros are a Chili-Addition, but there "hitsquare" is not yet ligning up
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code_man
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Re: Journeywar

Post by code_man » 18 Jan 2017, 16:00

PicassoCT wrote:Journeywar:
...
Image
...
AAAAAAHHHHHHHHHHH RUN!!!!!
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PicassoCT
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Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT » 27 Feb 2017, 21:45

beeing scared improves the taste

Code: Select all

[f=0122332] Error: LuaRules::RunCallIn: error = 2, RecvFromSynced, [Internal Lua error: Call failure] [string "LuaGadgets/actions.lua"]:247: attempt to call local 'func' (a nil value)
What is this error- i couldnt find something for it on the forum - and adding debug code to actions.lua seems to have no effect?
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