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Re: Community project.

Posted: Fri Nov 08, 2013 10:07 pm
by kartoFlane
That's odd. Try to re-set the room (right-click > Remove interior image and then Set interior image again).

Re: Community project.

Posted: Sat Nov 09, 2013 12:13 am
by Knightmarez
nope, it did the exact same thing again. turned the png. file into a folder.

The png file was a simple '' paste new image on top -> delete background image -> merge down to flat.

I then saved it and ticked all the boxes.

Interlacing (adam7)

Save background colour

Save gamma

Save layer offset

Save resolution

Save creation time

Compression lvl 9

Subliminal will Save the file, but when exporting it.......room_medbay_1.png turns into a folder.....

Re: Community project.

Posted: Sat Nov 09, 2013 12:25 am
by kartoFlane
Download this, it's an updated in-dev version of the editor. Just copy and paste it into superluminal's folder, overwrite old jar, and try to export the ship again.

Re: Community project.

Posted: Sat Nov 09, 2013 12:56 am
by Knightmarez
Ok Fixed, next idea.

I want to increase the difficulty in general, but also give the player more breathing space in other areas.

For example i'm going to be adding FTL jammers to all the elite cruisers, will be a nasty suprise for anyone who wants to risk the gauntlet.

HOWEVER

I want to delay the on set of the rebel fleet, and make the choices more dynamic.
For example, a rebel scout begs for mercy....give it to them and the rebel fleet will move an extra pixel to the right.
Take them out and the rebel fleet is a pixel slower....something you might not even notice unless you are using a ruler to measure things....however it still improves the game-play, and the subtle nature of such a change would register as a 'feeling' at best for most users.

Mainly though i want the player to have a couple extra turns before the red semi-circle of death even turns up.

Re: Community project.

Posted: Sat Nov 09, 2013 1:03 am
by Kieve
Something I realized while working on Turning the Tide is, you can delay the fleet all you like, but once they've conquered territory that's it - it stays conquered. Adjusting the fleet advancement will only affect how far they move ahead, but cannot be used to reclaim sector territory at all.

Re: Community project.

Posted: Sat Nov 09, 2013 1:06 am
by Knightmarez
Yes that's exactly what i'm talking about. I want to delay the rebels a couple of turns , and make the speed at which it progresses much more dynamic.

0 distance for destroying an elite cruiser, double distance for trading...nice start.

but i'm planning on making every single event have subtle effects, thus making the guessing game of how far it will encroach a more intuitive and enjoyable experience, also putting more pressure on various choices.

Re: Community project.

Posted: Sat Nov 09, 2013 1:13 am
by Sleeper Service
I'm not sure if controlling the fleet with non integers is possible. I think you only can stall them or have them get additional full jumps. Fine-tuning like the mentioned pixel advanced might not be possible, pretty sure I tried that at some point... :?: :|

Re: Community project.

Posted: Sat Nov 09, 2013 1:13 am
by kartoFlane
You can use the <modifyPursuit amount="#" /> in events to modify the Rebel fleet's advance.
However, you can only either stop the fleet for # jumps (if # < 0), or make it advance an extra # jumps (if # > 0).
So with # = 1, the fleet will jump twice as far as it normally does, # = 2 would be thrice as far, etc...

But you can't make it move by only 1 pixel :(

Re: Community project.

Posted: Sat Nov 09, 2013 1:25 am
by Knightmarez
Is there a way to fundamentally change the default move of '1'. There must be something otherwise nubuli (sp?)wouldn't work.

Re: Community project.

Posted: Sat Nov 09, 2013 1:57 am
by kartoFlane
Nebulae are hardcoded to halve the Rebel fleet's speed. There's no way we can use that in custom events :/