project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Brettie-C

Pages: 1 [2] 3
16
Artwork / Re: Video in-game cut-scene movie clip planning
« on: April 20, 2011, 08:14:42 pm »
OK, when some more artwork is available and the time comes for adding sounds, I'd suggest working together with (and getting to know) Crystan, who IIRC also uses the same software.

BTW, I actually design (code) DAW audio plug-ins, I'm in charge of a "family" of plug-ins that are also on SourceForge, although the current downloads for the project are rather old - If you don't mind waiting a couple of weeks, you'll see some new test releases for the project coming out soon, which will be light-years ahead of the current (old) VST downloads.  Most of the code base for the core processing of some new stuff is done, but it'll take time to get a new GUI together for a new release of my work (The old one is an overgrown mess), and I also hope to release a Linux port in LADSPA form at nearly the same time.  (I also have another project member, a guy I know, working on a Mac AU port, but he has a lot going on for him so it might be a while before any Mac versions are up for D/L.)  Some time down the road I plan to have some VSTi instruments and synths finally finished, but that won't be for some time.


looking forward to them VST's and also looking forward to working with you guys for the intro :)

edit: just found some 4-5 year old VST's i used to use lol so ill have a play around for a couple of weeks n get some more experience in creating different sounds

edit2: by any chance would you have any base kicks, claps n stuff like that?

17
Feature Requests / Re: Battle Replay ?
« on: April 20, 2011, 06:24:10 pm »
id like something like that as i do like to look back over tactics to see what worked and didnt work. its up to the coders though wether it'll be a mountain climb or simple.

18
Artwork / Re: Video in-game cut-scene movie clip planning
« on: April 20, 2011, 06:19:55 pm »
Probably more like the second case you mentioned, I'd say - bits and pieces, which of course would go along with whatever the visual content is at any specific moment.  The soundtrack would of course also include plenty of sounds and SFX as well - Crystan could take care of most SFX, but if you have audio and sound creating skills we can always use contributions of more stuff.

well i have some experience with a audio program called fruity loops, all id need to do is get some software for the program and i could possibly create any kind of SFX you wanted wether it be dark and spooky or upbeat n cheerful. id need parts of the clip so i could find out what works with what and things like that but give me a shout when your ready for it and ill get to it.

19
Bugs prior to release 2.4 / Re: ufoai-2.4 Assertion failed!
« on: April 20, 2011, 12:00:47 pm »
Which version it is?? line 297 is a comment....
Please if you're on 2.4-dev use the latest!

-geever

ufoai-2.4-dev-1301086950-Debug-pentium3-O1-sse-7z-full-win32.exe

my version.

edit: i apologise for not being on the ball

20
Bugs prior to release 2.4 / Re: ufoai-2.4 Assertion failed!
« on: April 20, 2011, 10:17:16 am »
ive just recieved a different assertion failure, this time i was building a base and it popped up.

21
Feature Requests / tactical interface
« on: April 20, 2011, 09:52:01 am »
ive noticed u can move the geoscape earth with the right mouse button but you cant move the map with it in the tactical missions.

i find it difficult to navigate maps as im using a small window to play my game and i need to be right at the edge of the windowed screen to move anywhere.

pretty please can you add something in the near future to move the tactical map with the right mouse button :D

22
Design / Small idea.
« on: April 20, 2011, 08:57:57 am »
ive read a few posts about the storyline n such so here goes me with my magical brainstorming ability  :-\

there was 1 thing i found with some xcom games and thats once the first intro was over and u started playing it was just game game game and more game with very little in story telling. I know that this isnt a remake and that it is its own game so why not put a couple of story teasers e.g.

Boss type missions: These missions could be the only mission that you encounter something that is 3x3 tiles and rather hard to kill. you could incorperate many things here such as, making the PLAYER (because its all about the player!) think about tactics and how to kill it instead of just placing men close to aliens and shooting, making weakspots to help with them tactics so the player has to use certain things to kill it such as a flashbang to put its (if of course it was a alienmade super weapon) electrical systems out of order for a round or two. (this could make everything in game useful because i dont you about you but i barely ever use grenades etc.).

Random missions: these could be things that are outright stupid to things that are quite serious for the story line.
outright stupidity: aliens have made wildlife (cows?) a bio weapon and its the phalanx's job to deal with it
seriousness: alien are planning a attack on the whitehouse or somewhere really important.

Aftermath missions: say you dont get to a ufo before it takes off from landing or a crashed ufo repairs and disappears, players could still send their ship to investigate and collect either resources the aliens left behind or search for clues/research opportunities.

looking forward to feedback.

23
Artwork / Re: Video in-game cut-scene movie clip planning
« on: April 20, 2011, 08:35:22 am »
what kind of sound track are you guys looking for? an actual full song or bits and pieces of music stuck together?

24
Bugs prior to release 2.4 / Objects.
« on: April 18, 2011, 11:21:37 pm »
UFO1: is this suposed to happen?

UFO2: i dropped off the edge, it didnt even try to use the stairs next to it

im sorry i dont know what map it is. if theres a way to show what map it is during in game then do tell and ill find out.

25
Feature Requests / Re: Gun attachments and other ideas.
« on: April 18, 2011, 08:58:39 pm »
well they were just randoms that poped into my head at the time. im usually better at these things lol. maybe i just need to play the game for a few months or so to get a full feel of what may be possible and what is just pure b*lls**t

26
Feature Requests / Gun attachments and other ideas.
« on: April 18, 2011, 07:32:17 pm »
Sorry if its been requested already but why not have one or two gun attachments.

Assault Rifle: Red dot sight: increases accuracy in short the medium range shots./Silencer: stops alien tracking where the shot came from./Quicker reloading magazines: less TU needed for reloading and moving stuff about in the backpack screen.
Sniper Rifle: Enhanced Zoom Scope: Exceptional accuracy at long range but stubbed at short and medium range./Silencer: as above./Option of bolt action or semi automatic: bolt action deal more damage but uses more TU, semi auto deal less damage but uses less TU.
Shotgun: Option of pump or semi auto: same as sniper rifle./Butt Stock: increase standing accuracy at short range.

Heavy attachments

Flamer: Hotter-Lower burning fuel: Hotter does more damage but runs out quicker while lower does opposite./Different muzzles for different ranges.
Light Machine Gun: Grip: increases standing accuracy./Light Weight Butt Stock: cost less TU to either fire or move.
Grenade Launcher: Drum magazine: enables automatic firing./Short to Long range sights: what they seem.
Rocket Launcher: Guidence system: Enables to plot path of rocket.

Here are some different ammo types which come with alien research. This may be impossible as aliens would need strengths and weaknesses.

Oxide bullets (Sniper and Assault rifles): Eat away armour over a period of time.
Scatter bullets (shotguns): Razor sharp shrapnel that decimates any organic target without armour.
Scatter shells (grenade and rocket launcher): explodes fragments of metal in an area.

Armour Attachments

Monitor: allows player to see what body parts are wounded.
Electro magnetic Seal: automatically seals armour around vital organs (if vital organs is to precise then just seal the whole armour) when "1" bullet penetrate armour.


27
Bugs prior to release 2.4 / Re: Crash/Freeze when killing last enemy
« on: April 18, 2011, 06:21:27 pm »
mines just frozen after i killed last enemy and it my first go at playing a tactical mission

28
Windows / Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
« on: April 18, 2011, 05:26:38 pm »
At college i use 3D studio, i could show you a piece of my work if you want as i have a piece of work that was entered into a competition

:EDIT: also ive just realised i cud show you all the work ive done at college. i can log onto my college server and collect it all

29
Windows / Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
« on: April 18, 2011, 04:41:52 pm »
Well im doing a graphics design course at college atm and am quite talented at creating things from scratch. Would this be any help with the project?

I adore xcom and ufo games and played nearly all the RTS versions so helping with this would be rather satisfying.

30
Windows / Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
« on: April 17, 2011, 06:14:11 pm »
ok thanks, nice to know people help each other.

Pages: 1 [2] 3