Search found 94 matches

by DiEvAl
Sat Apr 02, 2016 9:30 pm
Forum: Mod Development
Topic: Hurray! Another multiplayer clone project. :)
Replies: 1634
Views: 393249

Re: Hurray! Another multiplayer clone project. :)

Hi. 1. 4. Rogue AI - Unmanned AI ships. AI that was created by humans but as always the AI acknowledged it self as a being and went rogue and escaped from human’s control. After some logical evolution the AI came to conclusion that it must cleanse the universe of all life forms. I hope that cleansin...
by DiEvAl
Sun Jun 16, 2013 7:11 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

I have IMO (International Math Olympiad) soon, so I'm spending like 7 hours a day preparing to it. It's not a lot, but it's very exhausting, so I don't feel like working on this project (or pretty much anything related to programming). I'll have a lot more free time in about 3 weeks.
by DiEvAl
Wed Jun 12, 2013 9:13 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

SL4A supports Python, Perl, JRuby, Lua, BeanShell, JavaScript, Tcl, and shell. I'm not sure if this is exactly what we want though. There might be other interpreters for android. If no scripting language works, there is always a choice of writing mods in java, compiling them to java bytecode and th...
by DiEvAl
Tue Jun 11, 2013 6:29 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

I finally fixed a bug in myself that made me think that building a base on Laythe is more fun than programming. Back to working on FTL:OD ;-)
by DiEvAl
Mon Jun 10, 2013 9:26 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

Vhati wrote:...designing classes in the style of DiEvAl's ship demo...

Design in whatever style you think is the best. I don't want whole project to suck if/because my first couple of classes sucked ;-)
by DiEvAl
Sun Jun 09, 2013 8:33 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

maskda wrote:Apologies for not reading through all 32 pages, but would custom systems/subsystems, custom resources and a more easily editable GUI for various things (store, resources, systems etc.) be a thing? :D

That's the plan.
by DiEvAl
Fri Jun 07, 2013 6:18 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

I think you are talking about TWL's <overlay> tag. It specifies an image that's drawn on top of all child widgets.
by DiEvAl
Thu Jun 06, 2013 9:41 am
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

Since TWL uses URLs for everything, I'm working on a custom protocol handler so themes' xml can reference images within dats, without the need for extraction. Cool. I didn't know that was possible. Regarding door tunnels again. Even if modder doesn't show it in any way, player can still tell which ...
by DiEvAl
Wed Jun 05, 2013 10:21 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

DiEvAl, have you set up a repo yet? I'm curious to see what you've written, as a TWL demo at the very least. I've only tinkered with that lib once. But I could also start porting game state classes from the editor... https://github.com/DiEvAl/FTL-Overdrive-1 In other news: this door opens and close...
by DiEvAl
Wed Jun 05, 2013 9:35 pm
Forum: Mod Development
Topic: [MOD][WIP] FTL: Overdrive
Replies: 421
Views: 200434

Re: [MOD][WIP] FTL: Overdrive

I'm also eagerly awaiting this project, first time making a suggestion. Sorry, this topic is 31 pages, I can't tell if this suggestion has been made yet or not. I'd love it if Overdrive had tighter control of random generation, such that everything was either generated up front when the game was fi...