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Generic Interactive Tabletop Simulator - Looking for coders!

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    Kane Red RobeKane Red Robe Master of Magic ArcanusRegistered User regular
    edited February 2007
    Gigglio wrote:
    I saw they had that extra move/turn. I can imagine that being a pain in the ass. Don't blast markers ignore the holofield? If you can get a bead on a ship, you can probably cause quite a bit of damage. Or at least slow them down..

    And if you mean XML coding, I haven't done too much outside the initial "structure". Now it's going to be all copy/paste/change stats. Rinse, repeat.

    I don't know about the coding for the actual sandbox, though..
    Maybe Reimann will give us an update.
    If you put up a template I can do the grunt work of filling in the stats for the Imperial Guard at least. And I imagine there are others who would be willing to do the work for other races.

    Kane Red Robe on
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    Anime OwnsAnime Owns Registered User regular
    edited February 2007
    I posted it a few pages back, but I'll post it again.
    <?xml version="1.0" encoding="utf-8" ?>
    <package id="imperial" caption="Imperial Fleet">
       <model id="emperor" caption="Emperor Class Battleship">
          <base type="flying" radius="large" />
          <image>./images/imperial fleet/emperor.png</image>
          <description>Emperor Class Battleships are the flagships of the Imperial Navy. Armed with an array of launch bays and weapons batteries an Emperor Class Battleship can often do battle with several smaller ships.</description>
          <statLine>
             <stat="Type">Battleship</stat>
             <stat="Hits">12</stat>
             <stat="Speed">15 cm</stat>
             <stat="Turns">45°</stat>
             <stat="Shields">4</stat>
             <stat="Armor">5+</stat>
             <stat="Turrets">5</stat>
          </statLine>
          <weaponLine1>
             <header="Armament"">Port weapons battery</header>
             <header="Range">60 cm</header>
             <header="Firepower">6</header>
             <header="Fire Arc">Left</header>
          </weaponLine1>
          <weaponLine2>
             <header="Armament"">Starboard weapons battery</header>
             <header="Range">60 cm</header>
             <header="Firepower">6</header>
             <header="Fire Arc">Right</header>
           </weaponLine2>
           <weaponLine3>
             <header="Armament"">Port launch bays</header>
             <header="Speed">
               <type="Furies">30 cm</type>
               <type="Starhawks">20 cm</type>
               <type="Sharks'>30 cm</type>
             </header>
             <header="Strength">4 squadrons</header>
           </weaponLine3>
           <weaponLine4>
             <header="Armament"">Starboard launch bays</header>
             <header="Speed">
               <type="Furies">30 cm</type>
               <type="Starhawks">20 cm</type>
               <type="Sharks'>30 cm</type>
             </header>
             <header="Strength">4 squadrons</header>
           </weaponLine4>
           <weaponLine5>
             <header="Armament"">Dorsal weapons battery</header>
             <header="Range">60 cm</header>
             <header="Firepower">5</header>
             <header="Fire Arc">Left / Front / Right</header>
           </weaponLine5>
           <weaponLine6>
             <header="Armament"">Prow weapons battery</header>
             <header="Range">60 cm</header>
             <header="Firepower">5</header>
             <header="Fire Arc">Left / Front / Right</header>
           </weaponLine6>
       </model>
    
    </package>
    

    Most of that is just for the Emperor class.

    See, I'm not even sure if I'm doing it right. The stats "table" should be ok, but the armament section is kind of wonky, I think. I kinda confused myself when I was typing it out, so feel free to change it. I was going for something similar to the rulebook.

    Anime Owns on
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    Kane Red RobeKane Red Robe Master of Magic ArcanusRegistered User regular
    edited February 2007
    Er, sorry, I don't have access to any BFG material, I was more referring to standard WH40k. I dug back to the beginning of the thread and found a template Ein had posted, will this work?
    <?xml version="1.0" encoding="utf-8" ?>
    <package id="guard" caption="Imperial Guard">
       <model id="guardsman" caption="Guardsman">
          <base type="round" radius="1" />
          <image>./images/guard/guardsman.png</image>
          <description>The individual Guardsman, with the rest of his platoon, form the backbone of the Imperial Guard. He can be equipped with a wide variety of weapons, but his greatest asset is his faith in the Emperor.</description>
          <statLine>
             <stat caption="WS">3</stat>
             <stat caption="BS">3</stat>
             <stat caption="S">3</stat>
             <stat caption="T">3</stat>
             <stat caption="W">1</stat>
             <stat caption="I">3</stat>
             <stat caption="A">1</stat>
             <stat caption="Ld">7</stat>
             <stat caption="Sv">5+</stat>
          </statLine>
       </model>
    
    I think I need something to denote weapons, but I'm unsure if your weaponline from above would work here.

    Kane Red Robe on
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    Anime OwnsAnime Owns Registered User regular
    edited February 2007
    Well, you could code stats for all the weapons, then each model gets a reference to that weapon? Something like
    <weapon id="lasgun">
      <statLine>
        <stat="Type">Rapid Fire</stat>
        <stat="Range">12" / 24"</stat>
        <stat="S">3</stat>
        <stat="AP">-</stat>
      </statLine>
    </weapon id>
    

    Then you just have each weapon available to the guard in one data base.
    I don't know if something like that is viable, though.

    Anime Owns on
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    RiemannLivesRiemannLives Registered User regular
    edited February 2007
    Gigglio wrote:
    I posted it a few pages back, but I'll post it again.
    <?xml version="1.0" encoding="utf-8" ?>
    <package id="imperial" caption="Imperial Fleet">
       <model id="emperor" caption="Emperor Class Battleship">
          <base type="flying" radius="large" />
          <image>./images/imperial fleet/emperor.png</image>
          <description>Emperor Class Battleships are the flagships of the Imperial Navy. Armed with an array of launch bays and weapons batteries an Emperor Class Battleship can often do battle with several smaller ships.</description>
          <statLine>
             <stat="Type">Battleship</stat>
             <stat="Hits">12</stat>
             <stat="Speed">15 cm</stat>
             <stat="Turns">45°</stat>
             <stat="Shields">4</stat>
             <stat="Armor">5+</stat>
             <stat="Turrets">5</stat>
          </statLine>
          <weaponLine1>
             <header="Armament"">Port weapons battery</header>
             <header="Range">60 cm</header>
             <header="Firepower">6</header>
             <header="Fire Arc">Left</header>
          </weaponLine1>
          <weaponLine2>
             <header="Armament"">Starboard weapons battery</header>
             <header="Range">60 cm</header>
             <header="Firepower">6</header>
             <header="Fire Arc">Right</header>
           </weaponLine2>
           <weaponLine3>
             <header="Armament"">Port launch bays</header>
             <header="Speed">
               <type="Furies">30 cm</type>
               <type="Starhawks">20 cm</type>
               <type="Sharks'>30 cm</type>
             </header>
             <header="Strength">4 squadrons</header>
           </weaponLine3>
           <weaponLine4>
             <header="Armament"">Starboard launch bays</header>
             <header="Speed">
               <type="Furies">30 cm</type>
               <type="Starhawks">20 cm</type>
               <type="Sharks'>30 cm</type>
             </header>
             <header="Strength">4 squadrons</header>
           </weaponLine4>
           <weaponLine5>
             <header="Armament"">Dorsal weapons battery</header>
             <header="Range">60 cm</header>
             <header="Firepower">5</header>
             <header="Fire Arc">Left / Front / Right</header>
           </weaponLine5>
           <weaponLine6>
             <header="Armament"">Prow weapons battery</header>
             <header="Range">60 cm</header>
             <header="Firepower">5</header>
             <header="Fire Arc">Left / Front / Right</header>
           </weaponLine6>
       </model>
    
    </package>
    

    Most of that is just for the Emperor class.

    See, I'm not even sure if I'm doing it right. The stats "table" should be ok, but the armament section is kind of wonky, I think. I kinda confused myself when I was typing it out, so feel free to change it. I was going for something similar to the rulebook.

    Couple notes:
    <base type="flying" radius="large" />

    The only valid values for the type attributes are "round" and "rectangle". If round then there must be a radius attribute which is in terms of inches. If rectangle then there must be "width" and "height" which are also in inches.

    <stat="Hits">12</stat>

    This is not valid XML. You are missing the attribut name. It should be
    <stat caption="Hits">12</stat>

    <weaponLine6>
    All of the weaponline nodes are not currently supported but it is a good idea. I'll think a bit about how to handle cases like this.

    <header="Armament"">Prow weapons battery</header>
    These lines also are missing attribute names. It would be: <header caption="Armament"">Prow weapons battery</header>

    RiemannLives on
    Attacked by tweeeeeeees!
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    Anime OwnsAnime Owns Registered User regular
    edited February 2007
    Oh, alright. I thought I read in one of the tutorials that things like <stat caption> </stat> were wrong and that it should be either <stat> </stat> or <stat caption> </stat caption>. My mistake, though.

    The base thing was also kind of a place holder. I didn't know how they were being measured or what was really going on there.

    I also have a question: How are games that run in metric (Epic 40k, BFG) going to be accommodated for if everything else is imperial?

    Anime Owns on
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    RiemannLivesRiemannLives Registered User regular
    edited February 2007
    Gigglio wrote:
    Oh, alright. I thought I read in one of the tutorials that things like <stat caption> </stat> were wrong and that it should be either <stat> </stat> or <stat caption> </stat caption>. My mistake, though.

    The base thing was also kind of a place holder. I didn't know how they were being measured or what was really going on there.

    I also have a question: How are games that run in metric (Epic 40k, BFG) going to be accommodated for if everything else is imperial?

    Well, I say "inches" but really its just a scaling factor. It will be more obvious what I mean in a few days when I can show you.

    RiemannLives on
    Attacked by tweeeeeeees!
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    Anime OwnsAnime Owns Registered User regular
    edited February 2007
    Gigglio wrote:
    Oh, alright. I thought I read in one of the tutorials that things like <stat caption> </stat> were wrong and that it should be either <stat> </stat> or <stat caption> </stat caption>. My mistake, though.

    The base thing was also kind of a place holder. I didn't know how they were being measured or what was really going on there.

    I also have a question: How are games that run in metric (Epic 40k, BFG) going to be accommodated for if everything else is imperial?

    Well, I say "inches" but really its just a scaling factor. It will be more obvious what I mean in a few days when I can show you.

    Alright, rad. I'll just wait and see then.

    Anime Owns on
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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited February 2007
    For reference then, some Base Sizes:
    Round, Radius in inches:
    Small Flying Base: 5/8
    Large Flying Base: 1 3/8
    Small round slotta: 1/2
    Med. (termie) base: 25/32
    Large (dread) base: 1 17/64
    (Radii, NOT diameters)

    Square (W"*H")
    small infantry: 25/64*25/64
    lge. infantry: 15/32*15/32
    Cavalry: 15/32*31/32
    small monster: 25/32*25/32
    large monster:31/32*31/32

    Mr_Rose on
    ...because dragons are AWESOME! That's why.
    Nintendo Network ID: AzraelRose
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    EinEin CaliforniaRegistered User regular
    edited February 2007
    Grey Knight progress...

    gks2.bmp

    Ein on
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    NarianNarian Registered User regular
    edited February 2007
    I love the Marines' straight lines. Makes their tanks look really cool.

    Narian on
    Narian.gif
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    EinEin CaliforniaRegistered User regular
    edited February 2007
    Sorry, I'm going to post buffer this so the png goes on blue...

    Ein on
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    EinEin CaliforniaRegistered User regular
    edited February 2007
    Aaand here we go.

    gks2.png

    Dreads have been blinged out a bit. I'm going to need to make a Psycannon weapon arm, I think, though nobody actually uses it, and I may update the CCW arm to look more like the forgeworld blade one.

    Ein on
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    AntinumericAntinumeric Registered User regular
    edited February 2007
    Guys im just posting to say this look's amazing. In what, three days you've made some amazing progress. I cannot wait to see the finished project. I would love to help but im only in my first year of CS so i know nothing :(.

    So I'll just say Good Work guys this looks extremely promising.

    Antinumeric on
    In this moment, I am euphoric. Not because of any phony god’s blessing. But because, I am enlightened by my intelligence.
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    Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    edited February 2007
    Aaand here we go.

    gks2.png

    Dreads have been blinged out a bit. I'm going to need to make a Psycannon weapon arm, I think, though nobody actually uses it, and I may update the CCW arm to look more like the forgeworld blade one.

    Hmm that Chimera looks familar. It also looks crazy sweet in that paint scheme.

    Jam, I didn't get to the Predator today because work was crazy, our computers were down till 2pm and being a library, once they came up it was hell incarnate. I promise to get to the Pred tomorrow so you can finish off the marines.

    Librarian's ghost on
    (Switch Friend Code) SW-4910-9735-6014(PSN) timspork (Steam) timspork (XBox) Timspork


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    EinEin CaliforniaRegistered User regular
    edited February 2007
    Huaghlagha. I was making assassins, and I accidentally closed Photoshop and lost them. It sucks, because the vindicare and eversor were looking fucking awesome.

    Ein on
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    OctobotOctobot Registered User regular
    edited February 2007
    more LOTR work, this time a first draft of a cave troll with spear
    cavetroll.bmp

    Octobot on
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    RankenphileRankenphile Passersby were amazed by the unusually large amounts of blood.Registered User, Moderator mod
    edited February 2007
    jesus, octobot, that's beautiful.

    Rankenphile on
    8406wWN.png
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    EinEin CaliforniaRegistered User regular
    edited February 2007
    I hate having to remake this, because it doesn't look as good as it did the first time. Do the proportions and stuff on the vindicare look right?

    vindicare.png

    Something about that front arm is bugging me.

    Ein on
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    UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited February 2007
    The front arm may be a little thick in the front, and the rifle muzzle could be a bit more 'square' at the end, but I think it's a very good sprite.

    Utsanomiko on
    hmm.gif
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    TW ArrathTW Arrath Registered User new member
    edited February 2007
    I'm coming out of lurking just to reply to this thread, and I must say, wow! This is astounding work. I can't wait to see the finished project.

    I felt I had to contribute somehow, while wracking my brain for ideas my eyes wandered to my bookshelf:

    dsc0001ke3.jpg

    Perfect! Oh the memories. Anyway, I grabbed a few screenshots from Starfleet Command and started working on the basic Federation frigate.

    ffgspritepacomparekf6.png

    I think I've got the shape down, now to work on the shading.

    TW Arrath on
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    TheBogTheBog Registered User regular
    edited February 2007
    Guys, I'm really excited about this sprite based WH40k template thing going on. All we need is a bare bones simple program that lets the users click and drag the models around a field simulating movement (and somehow implementing so the program shows a circle around the model you're moving and only allows you to move the model to the edge of said circle simulating 6 inch movement. this should of course be modified for large vehicle movement, fleet, whatever). That should pretty much be enough, the bare minimum. It would of course be also cool if the program rolled dice for you. You pick how many d6s you want to roll and it gives you random 1-6 results for the given number of dice you told it to roll.

    Please keep doing your thing! I notice you asking for encouragement.. so here it is! I would very gladly play something like this and perhaps make models for it too once I get these exams out of the way.

    TheBog on
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    TheBogTheBog Registered User regular
    edited February 2007
    ... bump?... is anyone still working on this project?

    TheBog on
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    EinEin CaliforniaRegistered User regular
    edited February 2007
    Way to kill it!

    No, but I talked to Reimann. I think at this point we're waiting on an application to play with, which can't really be rushed. This weekend was the superbowl, which I imagine accounts for the lack of progress.

    More sprites'd be great. I'm taking a break from them for a little while to actually assemble some 40k stuff.

    Ein on
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    RiemannLivesRiemannLives Registered User regular
    edited February 2007
    Hey all, yes I am still working on this as much as I can fit in around my regular work schedule.

    This thread got started a fair bit before the actual coding did as last week was pretty intense at work. I got some code done this weekend but there isn't really anything to show as of yet.

    I can assure you all that should, for some unforseen reason, I become unable to continue with this project I will make it known to Ein and hand off all code and assets at that time. It will not just disappear.

    At the same time, please understand that I intend to code this to the best of my ability and that means it will take time. No half-assed timeline-based Flash crap. It will save time in the long run (in that this way it has a chance of ever being done at all while a half assed prototype would implode on itself well before completion) but in the short term patience is required.

    Edit: Don't want to bump this just for a crosspost so I'll edit it in here.

    If anyone is interested, this is what I've been doing at work recently (just recently been able to talk about it publicially):

    Note: there is audio on all of these. Though it should be SFW audio.

    http://www.akajimmy.net/demo/audio2.html
    http://www.akajimmy.net/demo/audio1.html

    They are using the name codebase, just with different configuration options. There's actually quite a few other features in there that are still being tweaked.

    Here's something a client did with another project I made:

    http://media.amctv.com/hollywood_icons/flipbook_deniro.html

    Here's something I threw together using the same engine as above (again, just different XML data source):

    http://www.akajimmy.net/demo/phomo.html

    RiemannLives on
    Attacked by tweeeeeeees!
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    AcidSerraAcidSerra Registered User regular
    edited February 2007
    I've got a business to run, a website to make, and 7 personeal projects to work on whle keeping time for gaming. Making sprites while there isn't a program to test them with is a little low on my list...

    Still I'll probably pop-in every now and then with an update, so I'm not totally dissappearing.

    AcidSerra on
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    HerothHeroth Registered User regular
    edited February 2007
    Tautest.png

    Ahh, i've tweaked the Crisis suits slightly, 1 and 2 are what i've come up with... only difference is the plasma rifle, number two's is slightly smaller then number ones... and some slight changes in the arms and burst cannon (also if you can tell the difference between one and three from this distance you must have super vision ;P),

    Anyway how is the size and shape now? still too small? oddly shaped?


    And i also worked on the chasis for the devilfish/skyray/hammerhead but i don't think it looks that good =/

    i can't seem to get the shape down. (if anyone has some good top-down pictures i might take a crack at it again, all i'm working off right now is a shot i grabbed from DoW: DC :( ).

    Awesome Firewarriors and Drones obviously not made by me :P there simply for size comparison.

    Heroth on
    1Gn4PNI.png
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    UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited February 2007
    The Crisis suit outlines are really dark and seem arbitrary in places. I think Uriel did a version which *might* have been a good start, but also was in serious need of shading and less-intense outlines.

    Utsanomiko on
    hmm.gif
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    OctobotOctobot Registered User regular
    edited February 2007
    here is some preliminary work on the tau devilfish/etc

    tau.jpg

    basing it on your initial scale and that of the drones, still have work to do(shading and some more refinement of the shape, weapons, etc)

    Octobot on
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    Zetetic ElenchZetetic Elench Registered User regular
    edited February 2007
    Hah, I'm working on that Devilfish, too. Guess I was too slow.

    For the details, this photo is pretty useful:
    devilfish.gif

    I did spend some time updating the infantry though:
    posetestmk2un4.png

    The Firewarriors are now improved, and there's some new Shas'Ui action, the Pathfinders are improved too and have a Shas'Ui and a Rail Rifle variant, there's a Shield Drone tucked away up there, and there's some XV25 stealth suits and a Marker Drone.

    Probably going to get to work on the XV15's in a minute, and after that, probably a Sniper Drone team and then seeing if I can knock up a Crisis Suit Commander and Ethereal.

    Go team us!

    Zetetic Elench on
    nemosig.png
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    Mongrel IdiotMongrel Idiot Registered User regular
    edited February 2007
    We're probably going to need terrain sprites, too. Ruined cities and forests and whatnot for 40K, and some planets and nebulae and stuff for Gothic.

    Mongrel Idiot on
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    OctobotOctobot Registered User regular
    edited February 2007
    here is my progress so far on the devilfish/hammerhead

    tau2.png

    think i stilll need to work on the shading. aside from that any suggestions?

    Octobot on
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    UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited February 2007
    You're lighting it from the right; Jam, Rank and I have been simulating depth with general overhead light and shading.

    Also, I see you're using a hatch pattern on the fuselage to create the appearance of five-color shading using only three. This really isn't necessary and doesn't fit the established style (the engines seem to be done more in that manner, although with a very wide contrast range). Also, the black outlines look rather gaudy on such a light palette.

    I'd look over the Ork and Marine sprites in detail to get a better understanding of how Jam and Rank have been doing their 40k armies.

    Utsanomiko on
    hmm.gif
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    EinEin CaliforniaRegistered User regular
    edited February 2007
    Utsanomiko makes a good point. Not that they're not fantastic, Octobot. :)

    Assassins?

    assassins.png

    Ein on
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    Sharp101Sharp101 TorontoRegistered User regular
    edited February 2007
    Glee!

    Sharp101 on
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    OctobotOctobot Registered User regular
    edited February 2007
    tau3.png

    tried to address the points that Utsanomiko made (namely removing the right side light source, and altering the black line). Still needs work, but is it going in the right direction?

    also for the angled section of the main body, is the left or right side better?

    Octobot on
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    UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited February 2007
    I'd say top side is best, with dark lines bordering the outlines.

    Utsanomiko on
    hmm.gif
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    EinEin CaliforniaRegistered User regular
    edited February 2007
    I like the right side.

    [spoiler:8e7e67ec6c]And I love the way you draw. Please make sprites for everything ever[/spoiler:8e7e67ec6c]

    Ein on
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    RenegadeAceRenegadeAce Registered User regular
    edited February 2007
    Hey, this is a fantastic project I can't wait to see completed.

    I would love to help, but I've never done sprites before, anyone know of a guide I could read and bone up on, or have some tips/suggestions they'd like to share on how to get started and any good programes to use?

    RenegadeAce on
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    AcidSerraAcidSerra Registered User regular
    edited February 2007
    Do what I did, open MSPaint, zoom up to 800, draw a line form pixel 0 to 32 in both x and y then connect them to close a box.

    Then sketch up a quick overhead view of who you want to make and then, starting from the head, try and translate that as best you can into a sprite.

    Anyway, I'm looking for another theme to explore, since RE is really only needing fluff. (And the main characters, but I would prefer not to make anyone too sepcific.)

    AcidSerra on
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