[MOD][WIP] FTL: Overdrive

Discuss and distribute tools and methods for modding. Moderator - Grognak
shark
Posts: 173
Joined: Thu Nov 08, 2012 10:11 am

Re: [MOD][WIP] FTL: Overdrive

Postby shark » Sat Nov 17, 2012 1:56 pm

John Luke Pack Hard wrote:By the way, what is the reasoning behind making a subclass Projectile weapon which seems to have all the important variables?

blindguess: I'm guessing it's because the onHit() effects should be handled by each subclass of Projectile and not Weapon. Breaching and Firing definitely belong in the projectile IMO.
Roses are #FF0000
Violets are #0000FF
All of our mods
are belong to you.
Kiloku
Posts: 66
Joined: Mon Nov 19, 2012 5:52 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Kiloku » Mon Nov 19, 2012 6:25 pm

Hey Thomas. I just downloaded the source code, and I'm a Game Developer with experience in C#. Is there some way to join the project in an organized fashion or should I just work on whatever I like?
Image
John Luke Pack Hard
Posts: 112
Joined: Thu Nov 15, 2012 8:45 am

Re: [MOD][WIP] FTL: Overdrive

Postby John Luke Pack Hard » Thu Nov 22, 2012 1:44 pm

Yep, I don't think he realizes it yet, but thomasfn now has a willing and capable coding team.
thomasfn
Posts: 34
Joined: Fri Sep 21, 2012 7:04 pm

Re: [MOD][WIP] FTL: Overdrive

Postby thomasfn » Fri Nov 23, 2012 10:27 am

Kiloku wrote:Hey Thomas. I just downloaded the source code, and I'm a Game Developer with experience in C#. Is there some way to join the project in an organized fashion or should I just work on whatever I like?


I don't think anyone is working on any feature in particular at the moment, so have a look through and see if you can find something you'd be comfortable improving.

I feel as if I should open a forum or at least a wiki or something so that developers can collaborate on such matters.
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Grognak » Sat Dec 08, 2012 11:36 pm

The last commit was in mid-October. Is this project still being worked on?
User avatar
BrenTenkage
Posts: 1156
Joined: Tue Nov 06, 2012 4:48 pm
Location: On my Chair LPing mods

Re: [MOD][WIP] FTL: Overdrive

Postby BrenTenkage » Sun Dec 09, 2012 4:03 am

I don't even understand what this mod does, I'm sorry but I'm confused right now. Couldn't someone explain to me so I am not confused
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: [MOD][WIP] FTL: Overdrive

Postby Grognak » Sun Dec 09, 2012 6:01 am

FTL currently doesn't have amazing mod support. This project plans to rewrite FTL from scratch to make it more flexible for mod developers.
Ebithril
Posts: 4
Joined: Sun Dec 09, 2012 10:46 am

Re: [MOD][WIP] FTL: Overdrive

Postby Ebithril » Sun Dec 09, 2012 11:29 am

Awesome idea's man!
I am really looknig forward to how this works out!
To bad the developer didn't add thsi from the start. :(
User avatar
BrenTenkage
Posts: 1156
Joined: Tue Nov 06, 2012 4:48 pm
Location: On my Chair LPing mods

Re: [MOD][WIP] FTL: Overdrive

Postby BrenTenkage » Sun Dec 09, 2012 9:22 pm

Grognak wrote:FTL currently doesn't have amazing mod support. This project plans to rewrite FTL from scratch to make it more flexible for mod developers.


Ah I get it now
I make a lot of lets plays of FTL, I also use mods I find on this site http://www.youtube.com/playlist?list=PL ... 06hca_PXuX
I am also a modder as well, here is my mod hub viewtopic.php?f=11&t=32269
jagged
Posts: 2
Joined: Tue Dec 11, 2012 11:18 pm

Re: [MOD][WIP] FTL: Overdrive

Postby jagged » Tue Dec 11, 2012 11:26 pm

Hi,

why you dont think about webtechnology? WebGL or canvas is easy to use and its is more easy to add JS or change CSS files for modification. It will run on any operation systems.

Regards,
jagged.

Who is online

Users browsing this forum: Google [Bot] and 22 guests