Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: cryopyre on November 02, 2012, 09:14:21 AM

Title: SMAC Roguelike
Post by: cryopyre on November 02, 2012, 09:14:21 AM
So, I originally posted this at the Civ Fanatics forum but found this through Buster's Uncle's link. I thought some of you might be interested in helping:

Hello fellow SMAC fans! I'm currently working on developing a SMAC roguelike/rpg. Inspired by DF/SMAC/GURPS/DnD and other systems, I'm trying to build a fun RPG which will take place on the world of Chiron!

I'm coming to you for help, though. I have a map of planet, but it is barren. Are there any canonical maps which you can provide? Ones which are late-game/threshold-of-transcendence and yet have every faction thriving to some extent. Creating a map on my own wouldn't be too difficult, yet having one to work off of would save me a lot of time. I want a nice balanced map so that a player can choose any faction they please.

Further requirements:

Gaians have taken Sparta Command
Spartans own a coastal base
University has conquered some of Gaia's bases
Gaians own some of monsoon jungle
Sparta has lost Assassin's Redoubt to planet-life
Hive population at least *looks* like they have Ascetic Virtues
Spartan population at least *looks* like they have The Clone Vats
Gaian terraforming at least *looks* like they have The Weather Paradigm
Miriam, while still present, has obviously been under constant enemy incursions (I imagine this won't be hard :P. Also, preferably they'd share a hostile border with The University, although this is not canonical.)
A decent amount of seabases.

Also, if possible:
The Hive has many bases (I plan to cut his territory and denote some of it to the Free Drones)
Zakharov has a moderate amount of bases, possibly including a few on a peninsula (I plan on turning a peninsula into a Cybernetic Consciousness enclave)
Spartans have a knot of sea bases (the coastal bases for Maritime Control Center not included, this knot is, you guesses it, for the Pirates)
An island with Morganites (Data Angel enclave)
No bases around the ruins and fungus still prolific there, I'll probably manually place the cult in that area.

I'm not including the Progenitors out of a personal dislike of the inclusion of the aliens. But the game relies heavily on XML and they should be easy to slap in if you feel like it.

I can do this myself, but it would help me save some time.

If anyone wants in, let me know. I also could use help in getting sprites for tiling (if you've ever played DF I plan on using a tileset in a similar fashion). Any other programmers are welcome to help, this is my first big programming project and I'm only in the initial stages of development. I'll share my work any time you'd like. I'm programming in Python with extensive us of ElementTree and Pygame.

I make no promises but I'm committed.

Thanks for any help!

Also, a tileset would not be amiss. I am not an artist, just a programmer.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 02, 2012, 02:33:10 PM
Well I am an artist, and I'm at your disposal.  Small assignments will tend to get turned around quickly, big ones not so much - my build queue is a mile long already.

Tell me more about what a tileset would entail...
Title: Re: SMAC Roguelike
Post by: cryopyre on November 02, 2012, 06:04:01 PM
Well I am an artist, and I'm at your disposal.  Small assignments will tend to get turned around quickly, big ones not so much - my build queue is a mile long already.

Tell me more about what a tileset would entail...

A set of 16 pixel by 16 pixel sprites to represent characters, objects, NPCs, and constructions in the game laid out on a grid with a magenta background (saved as a png). For example I need tiles representing the walls and corners between two, three, and four, walls. I need a tile representing a mindworm boil. I need a tile representing passable and impassable fungus (basically floors and walls, but they'd look more organic). A tile representing humans. A tile representing different objects you could pick up (at least one gun sprite, hammer sprite, sprite for armor/clothing, sprite for handheld electronic devices, and a simple sprite for planetpearls).

It's a big task, probably the largest next to programming which is why I hesitantly ask for help since I know a tileset would require a lot of commitment.

If you feel like tackling priorities: I just need a generic 16 * 16 wall, corner between 2, 3 and 4 walls, and a corresponding floor. A generic human tile too.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 02, 2012, 06:13:10 PM
Okay, that sounds doable, actually.  It would save time if you were to point me at an example of the sort of thing you're looking for in the sort of game you propose to make - then a few words about how what you want ought to differ.  16x is tough to do and have it look like anything, but it can be done.

I can knock out one or two at a time according to what priorities you set, and post, and we'll keep going until you say we're done.  Not a big deal unless we're talking hundreds of tiles, but still doable even then.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 02, 2012, 08:08:52 PM
Okay, that sounds doable, actually.  It would save time if you were to point me at an example of the sort of thing you're looking for in the sort of game you propose to make - then a few words about how what you want ought to differ.  16x is tough to do and have it look like anything, but it can be done.

I can knock out one or two at a time according to what priorities you set, and post, and we'll keep going until you say we're done.  Not a big deal unless we're talking hundreds of tiles, but still doable even then.


Here (http://imgur.com/ercn0,WrkXX,Ftpin (http://imgur.com/ercn0,WrkXX,Ftpin)) is an album with three images of tilesets. The first is of dwarves. The second is objects like walls and beds, the third is an example of them being implemented in the actual game. This is for a game which takes place in a fantasy world, and they are actually meant to supplement ASCII graphics. I'm hoping to circumvent using ASCII for the sake of making the game easier for people to play.

I really appreciate your willingness to help out, and feel free to take your time, I'm still working on the underpinnings of the game but I'm asking for a tileset early so that when it gets to the point of testing I can start with graphics almost immediately.

As a further specification when making objects that would be placed on top of stuff (like a gun or a character walking on the ground) having a magenta background so I can layer it on top of a solid tile like a floor. A numbered cartesian grid would also be nice, so that adding new tiles and assigning it to game objects will be an easy matter of programming and make the game very easily moddable.

To anyone else who wants to help, if you're familiar with XML hit me up. I have simple projects like making an XML library for books which are not program heavy but would add a lot of flavor to the game.

Edit: There will hopefully be hundreds of tiles, but I only need 5 or 6 to start out with, and like I said, take your time. It's just a fun tribute project for a game I love.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 02, 2012, 08:45:32 PM
Okay, I'm having a look now.

I'm sure what you want should be no problem.  Would the attached satisfy the cartesian coordinates thing?  Or more set them up in more of a marked grid w/boxes?
Title: Re: SMAC Roguelike
Post by: cryopyre on November 02, 2012, 09:05:36 PM
Absolutely! The cartesian coordinates are so that I can make a simple function to pull any tile based off of a coordinate tuple instead of worrying about counting pixels each time. I'm making it this way so that after I'm done others can modify and refine the finished project as much as they like.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 02, 2012, 09:07:03 PM
Just the numbering, then?  And definitely leave room for more, right?
Title: Re: SMAC Roguelike
Post by: cryopyre on November 02, 2012, 09:15:21 PM
Just the numbering, then?  And definitely leave room for more, right?

Yeah, just numbering. It's so an xml file for objects can have a tag like:

<Icon>(1,1)</Icon>

And the program will just grab the data automatically.

Much obliged, and take as much time as you want. No hurry at all.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 02, 2012, 09:25:53 PM
Yeah; my to-do list is seriously long.  Running a forum takes an awful lot of work that doesn't show, to the point that I simply don't work on my own projects at all.

I guess to get me started, tell me what tiles you'd like to see first - a set of worms or what?  How many?  Doing what?  Whatever you want in a limited subject of, say, 12 or less and I'll see how fast I can work up a line of tiles.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 02, 2012, 09:31:47 PM
Yeah; my to-do list is seriously long.  Running a forum takes an awful lot of work that doesn't show, to the point that I simply don't work on my own projects at all.

I guess to get me started, tell me what tiles you'd like to see first - a set of worms or what?  How many?  Doing what?  Whatever you want in a limited subject of, say, 12 or less and I'll see how fast I can work up a line of tiles.

A generic cement floor tile, cement wall tile, cement wall tile corner, cement wall tile junction with 3 walls, cement wall tile junction with 4 walls, generic human character sprite, generic tile filled with a swarm of mindworms, a rifle sprite. That should do it for now.

I feel you about the forums, I used to run some myself back when forums were much more popular.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 02, 2012, 09:34:44 PM
Okay, we're getting to what's normally the slow part of the evening on the boards - I'll study the third set you linked and see what I can get done in the next few hours.  Probably going to go make supper soon, but that should only keep me AFK for about a half hour.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 02, 2012, 11:54:15 PM
Ugh.  I spoke too soon - forgot that supper's been giving me the itis lately.  I'm always just a little bit too sleepy in the evenings to concentrate enough to do anything painstaking.  It's been disrupting getting another project wrapped for over a week now, and always too many Europeans on in my morning.  Also, it's the beginning of the month, and we just got a Game of the Month out, which always eats a lot of time.  Sorry.

I'll try to get to this mid-afternoon tomorrow.  Morning if it's slow enough.
Title: Re: SMAC Roguelike
Post by: Green1 on November 03, 2012, 01:02:43 AM
There was a GURPS AC campaign setting years back. It was under an older version of GURPS back when they had a four stat point-buy system.

Instead of die hard situations like the scenarios you describe, why not make the political environment totally random? Randomess is the selling point of any good rougelike.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 03, 2012, 01:28:12 AM
There was a GURPS AC campaign setting years back. It was under an older version of GURPS back when they had a four stat point-buy system.

Instead of die hard situations like the scenarios you describe, why not make the political environment totally random? Randomess is the selling point of any good rougelike.

An eventual goal, but not a starting priority, plus I want a standard canonical world for people to play in.

A lot of it will still be randomized, but the map will be used to pull data from.

Also, it's difficult.
Title: Re: SMAC Roguelike
Post by: Green1 on November 03, 2012, 01:29:45 AM
So I take it will will go the way of ADOM where the overland will be set but everything else random?
Title: Re: SMAC Roguelike
Post by: cryopyre on November 03, 2012, 01:59:54 AM
So I take it will will go the way of ADOM where the overland will be set but everything else random?

Hopefully.

This is a further off goal. My primary goal right now is to get the core game working, and that will involve constructing some environments by hand to play around in first.

I hope to release a playable version within a few weeks, but as for random world generation using map data? This will be significantly more difficult.
Title: Re: SMAC Roguelike
Post by: Kilkakon on November 03, 2012, 04:33:14 AM
I'm an epic spriter, having done a ton of things, although you do ask for a lot of tiles and sprites. Still, some stuff should be sourcable from SMAX's terrain.pcx, and mind worms are already taken care of, hehe.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 03, 2012, 04:35:38 AM
Kil, if you wanted to volunteer, I wouldn't mind...
Title: Re: SMAC Roguelike
Post by: Green1 on November 03, 2012, 06:03:19 AM
Well, everything set like ADOM would be okay.Not like you are trying to do Dwarf Fortress... god...that..learning curve. But.. random world...

Don't listen to bitter vets that say a rouguelike must only be ascii... every one wants a graphical one. You have been to Temple of the Rogulike, no?
Title: Re: SMAC Roguelike
Post by: cryopyre on November 03, 2012, 06:12:33 AM
I'm an epic spriter, having done a ton of things, although you do ask for a lot of tiles and sprites. Still, some stuff should be sourcable from SMAX's terrain.pcx, and mind worms are already taken care of, hehe.

Well I was thinking of other tiles I'll probably start using immediately. If you could make two or three fungus floor tiles and two or three fungus "wall" tiles (just raised impassable organic looking barriers with a higher brightness so they stand out from the floor)  that would help a lot too, as I was thinking fungal vortices and monoliths will probably be the first truly dungeonlike and roguelike things I implement.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 03, 2012, 11:50:59 PM
I'm embarrassed I made such an overestimation of my available time - I've been on for almost 10 hours, and I still haven't gotten to the posting science articles part of my morning routine.  I haven't haven't forgotten you and the sprites, but never take my estimates of how quickly I can get to something too serously unless it's a really small job...  Sorry.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 04, 2012, 03:29:10 AM
I'm embarrassed I made such an overestimation of my available time - I've been on for almost 10 hours, and I still haven't gotten to the posting science articles part of my morning routine.  I haven't haven't forgotten you and the sprites, but never take my estimates of how quickly I can get to something too serously unless it's a really small job...  Sorry.

Really, don't worry about it. I'm programming a lot and I'm still not in need of the sprites. Also, I'm just glad to have some community help! Hopefully as the program becomes more fleshed out more people can work at once, but as it is I want to get a foundation started so as to have something to work with.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 04, 2012, 03:32:27 AM
Well, I think what you're doing is important, and I want to encourage it...
Title: Re: SMAC Roguelike
Post by: cryopyre on November 04, 2012, 03:33:05 AM
Oh yeah, this does remind me!

Since at first I'm going to randomly generate monolith/temple/landing-pod "dungeons" what do you think the internals should look like for those?

And besides that, what monsters do you think should be inside them?

Mindworms and rogue splinter-factions both seem like obvious canonical choices, but I want to know what other ideas you guys may have for "dungeon" inhabitants that would fit the SMAC setting.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 04, 2012, 03:39:58 AM
Also spore launchers and fungal towers.  I could dig up some Firaxis concept art for more native life, if you like.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 04, 2012, 06:52:09 AM
Sorry for this delay, I've actually been programming, so I guess I have a good excuse  :D

Well, I think what you're doing is important, and I want to encourage it...

Thanks, I'm glad you said that. To be honest, I'm surprised I haven't seen more tribute games programmed, but I'm a lover of SMAC, and this has been a great project to refine my Python skills (they are not great, I learned them with Civ IV, and this is why even minor things are taking me a while, but I'm getting faster). Anyways, by the end of the weekend I hope to have character generation down with saving and loading, and I'll post screenshots. (The basic functions are down, as are the xml documents, but I need to integrate it with a GUI, which is a bigger project than I anticipated).

Also spore launchers and fungal towers.  I could dig up some Firaxis concept art for more native life, if you like.

I think I remember parsing through those when trying to make a SMAC GURPS campaign (but all my friends like D20 hack n slash so that fell through). Honestly, there seems to be plenty of room to work with making our own flora and fauna. I'll take suggestions for made up monsters so long as they feel setting appropriate and the community here agrees.

Of course, the finished project should allow a lot of modding. When I get to "dungeoneering" (hopefully next week) I'll upload some XML formats for weapons and monsters.
Title: Re: SMAC Roguelike
Post by: Pickly on November 05, 2012, 12:12:44 AM
Some made up enemy ideas  (Likely most of these wouldn't be used, but hopefully provide some inspiration)

1. Fungal Auroch:  This large creature feeds on small outgrowths and parasites commonly found on the xenofungus, more often in wetter areas.  Appears to have a symbiotic or commensal relationship with the fungus.  Highly insensitive to psionics.  Like cows or bulls on earth, is very large and territorial, also has resistant skin that appears to be a partial defense against mind world.

2.  Leviathan fly:  The slightly denser air in Chiron appears to allow larger animals to stay in the air, including this creature.  From a distance, this creature looks like a large dragonfly, and often travels in small groups of 5-6.  Has been seen preying on locusts of Chiron numerous times, at other times preys on smaller round creatures as some Earth birds do.  Hunts using a combination of strength, numbing poison, and distracting, high pitched sounds.  Though almost never (I don't mean this in any ominous way, am assuming that based on the size of this creature's prey, it would have no reason to attack humans most of the time.) attacks people unprovoked, the bugs can be a nuisance when stumbled upon, and their numbing poison and distracting hunting sounds has lead to people getting lost, or suffering other injuries.

3.  Artifact Drone:  A few alien artifacts have been shown to be remnants of weapons, or other potentially dangerous equipment.  While most artifacts do not activate, or can be shut off easily, occasionally some piece of equipment is found that salvagers or researchers cannot control or shut down.   Drones come in all shapes, sizes, and power levels, and range from harmless to powerful weapons platforms.  Salvagers are advised to be extremely careful when such equipment is found, although as with all artifacts, the technology to be discovered is highly valuable.

4.  Landlurk:  This snake like creature resembles its namesake, the sealurk, in appearence, but has a very different lifestyle.  This is a burrowing snake or worm like creature, but larger and capable of digging through much tougher materials.  Scientists took some time to determine if the two lurks were related, but genetic research has shown that the differences are coincidental.  Landlurks appear to be largely uncontrolled by the fungal system, instead, they are separate creatures that have joined a symbiotic relationship with fungus creatures, feeding on fungal grazers and predators, while being provided with symbiotic organisms by the fungal material that give the landlurks psionic attacks.

Landlurks are probably one of the most dangerous animals to humans, apart from the fungal defenses themselves.  They attack both psionically and with venom, are large and strong (similar to pythons or anacondas from Earth.), and hide in most types of soil to ambush prey.  Fortunately, they are incapable of handling most solid rock, and mostly inhabit fungal areas.

5.  Feral Canapsid:  (This creature's description only makes sense if this game takes place some time after colonization, when genetic technology and settlement have advanced a lot.)  These creatures are a genetic combination of guard dogs, terriers, and various centauri creatures.  As with most dogs, different versions fill a variety of roles, generally outdoors roles where material from centauri adaptations was most useful.  Like most types of dogs, some Canapsids have escaped, or been lost, into the wild, where they form packs of wild creatures that interact with the surrounding ecosystems.  The most dangerous of these dogs were used as guard dogs, and these have been bred to be aggressive, thick skinned, strong, and somewhat psionically powerful.  These dogs are capable of handling a wide variety of centauri predators, mind worms, and other dangerous animals on their own, and should be approached with caution.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 05, 2012, 12:27:54 AM
This is all stuff from the Firaxis site, as you can find at the top of the page under OfficialAC.  Let's see if I can find where I saved them...
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 05, 2012, 12:29:57 AM
That seems to be the lot.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 05, 2012, 07:13:33 AM
Hey guys, just giving an update. Today I had work, and usually Sundays are dead at my job, but we had a major influx of IT problems and were simultaneously short-staffed. I wound up getting very little programming done.

Tomorrow I don't work, and I'll be back to programming and hopefully have some screenshots to share so long as bugfixing runs smoothly. For now, I am taking a break.

Thanks for the images Buster, as I found out independently, the old AC site was taken down. It's great that you guys saved everything.

And don't be so sure that your ideas don't get implemented Pickly. We need fauna, I just hope they fit SMAC and belong to obvious clades (to improve the feeling of an evolved, instead of assembled, ecosystem).
Title: Re: SMAC Roguelike
Post by: Rymdolov on November 05, 2012, 05:28:54 PM
For the record, I think that this project is important, too. And by important I mean so unbelievably awesome that it makes a monkey in a bacon suit seem dull.  ;)

It also seems to have the potential for entertaining for many, many hours.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 05, 2012, 09:14:36 PM
For the record, I think that this project is important, too. And by important I mean so unbelievably awesome that it makes a monkey in a bacon suit seem dull.  ;)

It also seems to have the potential for entertaining for many, many hours.

Thanks comrade  ;domai;
Title: Re: SMAC Roguelike
Post by: cryopyre on November 06, 2012, 09:30:54 AM
Screenshots tomorrow. Almost everything in character generation is working correctly. I just want to polish it up a bit.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 07, 2012, 04:04:11 AM
I know it doesn't look like much. For one, the graphics are very minimalistic. But this displays the bare bones of the character creation screen. You choose your faction, race, attributes, gender, and you also choose how you physically look, although I haven't made the XML text related to the description so for now it's just a series of unrepresented data.

The middle column should have a list of skills. But this will also involve a lot of mindless XML text entries which I will be doing tonight now that I've smoothed out most of the bugs.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 07, 2012, 04:26:00 AM
Interesting. ;b;
Title: Re: SMAC Roguelike
Post by: cryopyre on November 07, 2012, 04:44:17 AM
Interesting. ;b;

I know it probably seems... boring... atm. But a lot of it was tweaking, as the menu items aren't hardcoded, but instead pulled from an XML document. If you, for example, add a new faction or race, it will appear fully functional in the list.

A lot is going on, but like I said, it won't be displayed until later tonight. I'll keep posting screenshots as it becomes more interesting.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 07, 2012, 04:46:49 AM
I wasn't being sarcastic.  I'm not familiar with this sort of game, but I think I know hard work when I see it, on a project that will be very popular.
Title: Re: SMAC Roguelike
Post by: cryopyre on November 07, 2012, 04:58:00 AM
I wasn't being sarcastic.  I'm not familiar with this sort of game, but I think I know hard work when I see it, on a project that will be very popular.

Thanks, I guess *I* feel a bit exhausted. Programming a functional user interface is much harder than programming a set of combat mechanics. But I'm glad I've finished a lot of it.
Title: Re: SMAC Roguelike
Post by: sisko on November 07, 2012, 08:28:04 AM
I know it probably seems... boring... atm..
you have 42 people that like this thread on FB, so i don't think they find it boring.
this is a great project and you have our full support. ;b;
Title: Re: SMAC Roguelike
Post by: Kilkakon on November 07, 2012, 09:45:58 AM
Yeah, keep up the good work. :D
Title: Re: SMAC Roguelike
Post by: cryopyre on November 13, 2012, 07:22:09 AM
Hey guys, I had a bit of a break, but I'm back to work. I'm doing some finishing touches on Character Generation, but I'm hoping to work on the dungeon aspect within the week. If anyone's still up for it, some sprites would be quite useful.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 14, 2012, 06:29:49 PM
Sorry I didn't answer sooner - crazy day yesterday.  I'm hoping to get Kilkakon to help me get started, 'cause he understands this sprite stuff so much better - and, well, he has a life getting in the way.  I do still intend to work on this...
Title: Re: SMAC Roguelike
Post by: cryopyre on November 14, 2012, 07:28:57 PM
Sorry I didn't answer sooner - crazy day yesterday.  I'm hoping to get Kilkakon to help me get started, 'cause he understands this sprite stuff so much better - and, well, he has a life getting in the way.  I do still intend to work on this...

Alright, no problem. I'd just love to get some simple dungeoneering done, but I am horrible at spriting  :(
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 14, 2012, 07:39:48 PM
What you need most is the components of a room, yes?  Let me try a quick&dirty recoloring of the third page of Dwarf Fortress stuff you pointed me at, to give us an idea whether I'm thinking in the right direction at all.  This may take about a half hour...
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 14, 2012, 08:04:21 PM
If I understand at all, you actually need a mix of fungus and non-fungus outdoor squares in place of these floor tiles?  And the fungus in a variety of orientations, so you can design your own fungus patches, yes?

Here: I'll also attach a .jpg of the relevant SMAC(X) file to give you more to go on...
Title: Re: SMAC Roguelike
Post by: cryopyre on November 15, 2012, 02:39:02 AM
If I understand at all, you actually need a mix of fungus and non-fungus outdoor squares in place of these floor tiles?  And the fungus in a variety of orientations, so you can design your own fungus patches, yes?

Here: I'll also attach a .jpg of the relevant SMAC(X) file to give you more to go on...

Hmm, I'll look into that. Might be fun to learn some spriting anyways.
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 15, 2012, 02:45:49 AM
I can talk you through it as far as how to reduce and place elements and generally working with a graphics program; I just am not familiar as I need to be with what you need to end up with - texture.pcx and ter1.pcx will give you all the traditional elements SMAC(X) uses for the map terrain.  Do you have Photshop, GIMP, or what?
Title: Re: SMAC Roguelike
Post by: cryopyre on November 15, 2012, 02:58:44 AM
I can talk you through it as far as how to reduce and place elements and generally working with a graphics program; I just am not familiar as I need to be with what you need to end up with - texture.pcx and ter1.pcx will give you all the traditional elements SMAC(X) uses for the map terrain.  Do you have Photshop, GIMP, or what?

Gimp, irfanview, inkscape...

mspaint
Title: Re: SMAC Roguelike
Post by: Buster's Uncle on November 15, 2012, 03:01:03 AM
I used to do everything I could with Paint, but I don't care for the W7 version.  GIMP, I know real well.
Title: Re: SMAC Roguelike
Post by: Pickly on December 21, 2012, 06:20:32 AM
How's this coming along.
Title: Re: SMAC Roguelike
Post by: cryopyre on December 31, 2012, 09:14:26 AM
How's this coming along.

My old computer died about a month ago. It was on its last legs anyways. Now I have this new fancy one and can resume work soon. Sorry about the sudden cutting off.
Title: Re: SMAC Roguelike
Post by: Kilkakon on January 04, 2013, 02:28:05 AM
It's cool, we wish you luck. :D
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