• Space Station 13 v11 - Admiral Hippie does bad videos
    5,008 replies, posted
in all honesty the only one remake ss13 needs is something that is coded properly and doesn't run on byond - no need to abandon comfy tile-based movement and the little pixelarts.
[QUOTE=Mr. Manistan;46956670]Can someone link me a better RD guide? My current one isn't covering Biological or Engineering anymore.[/QUOTE] I always use this guide [url]https://docs.google.com/document/d/1Fc6zao8E1TjxxzL8Z_aBLMuzJwdpW7cuN2vRGtTY-tk/edit[/url]
Would you rather be beaten by sec (not into crit) or arrested for 5 minutes?
[QUOTE=Nexosz;46958982]in all honesty the only one remake ss13 needs is something that is coded properly and doesn't run on byond - no need to abandon comfy tile-based movement and the little pixelarts.[/QUOTE] The art assets are going to be my biggest worry. I rag on about it at times, but any errors that shit sprite artists make at 32x32 are going to be way amplified at the 128x128 the remake looks like it uses.
I'd like to see if opening up the source code can bring something to light. Truth is we just didn't have much free time to continue working on it. I'm pretty much doing art full time now and others on the team were too busy to help out. I really hate all the drama and egotistical bullshit that comes from the open source branches though. Hopefully they can work together on it and actually collaborate, It'd be disappointing otherwise. The code won't include any of the art assets. I think it is for the best to let them come up with their own look rather than relying on the existing art. I wasn't too happy with how the art came out myself, I'd probably approach it completely differently if I were to do it again. Something a lot more stylised and simpler looking. People arguing about the BYOND version having more artistical "charm" is really funny to me though. People said exactly the same thing about the original coder art when I replaced it all the first time. Don't hear any complaints about it now!
[QUOTE=Supernorn;46959111]I'd like to see if opening up the source code can bring something to light. Truth is we just didn't have much free time to continue working on it. I'm pretty much doing art full time now and others on the team were too busy to help out. I really hate all the drama and egotistical bullshit that comes from the open source branches though. Hopefully they can work together on it and actually collaborate, It'd be disappointing otherwise. The code won't include any of the art assets. I think it is for the best to let them come up with their own look rather than relying on the existing art. I wasn't too happy with how the art came out myself, I'd probably approach it completely differently if I were to do it again. Something a lot more stylised and simpler looking. People arguing about the BYOND version having more artistical "charm" is really funny to me though. People said exactly the same thing about the original coder art when I replaced it all the first time. Don't hear any complaints about it now![/QUOTE] Not gonna lie, I actually liked the new Art Assets you did for Standalone.
The thing is ss13 wasn't built in a day. [I](though given a few dozen RCD's plenty of wire, infinite metal and a private server full of people willing top co-operate[SUB]as if[/SUB]... four hours tops.)[/I] It's legacy was forged in the station consuming plasma fires year after year as each new patch brought the seed of an idea that grew like space vines. A new SS13 is not a new game but a new platform on which we forge ourselves a new legacy of fire, pain, regret, honk and Condom.
[QUOTE=Supernorn;46959111]I'd like to see if opening up the source code can bring something to light. Truth is we just didn't have much free time to continue working on it. I'm pretty much doing art full time now and others on the team were too busy to help out. I really hate all the drama and egotistical bullshit that comes from the open source branches though. Hopefully they can work together on it and actually collaborate, It'd be disappointing otherwise. The code won't include any of the art assets. I think it is for the best to let them come up with their own look rather than relying on the existing art. I wasn't too happy with how the art came out myself, I'd probably approach it completely differently if I were to do it again. Something a lot more stylised and simpler looking. People arguing about the BYOND version having more artistical "charm" is really funny to me though. People said exactly the same thing about the original coder art when I replaced it all the first time. Don't hear any complaints about it now![/QUOTE] I like the new art, except for the player sprites. I'm honestly not entirely sure what my problem with them is, but they just seem kind of seem off.
[QUOTE=elowin;46959547]I like the new art, except for the player sprites. I'm honestly not entirely sure what my problem with them is, but they just seem kind of seem off.[/QUOTE] I imagine it's the derpy as fuck tiny faces you're used to seeing.
[QUOTE=Topzombie2;46959046]I always use this guide [url]https://docs.google.com/document/d/1Fc6zao8E1TjxxzL8Z_aBLMuzJwdpW7cuN2vRGtTY-tk/edit[/url][/QUOTE] Thanks.
I can see literally all of the serious RP servers disappearing from Byond SS13 and migrating to the new SS13. Seeing as how the code is more expansive, and allows for greater interaction, animation, and infinitely better sprites. I can also see the new SS13 playing kinda like a side scrolling shooter. A game almost entirely different to Byond SS13, but still like enough to be called the same game. Which I can appreciate that much more than something that is almost a direct copy of Byond SS13.
[QUOTE=Binladen34;46960064]I can see literally all of the serious RP servers disappearing from Byond SS13 and migrating to the new SS13. Seeing as how the code is more expansive, and allows for greater interaction, animation, and infinitely better sprites. I can also see the new SS13 playing kinda like a side scrolling shooter. A game almost entirely different to Byond SS13, but still like enough to be called the same game. Which I can appreciate that much more than something that is almost a direct copy of Byond SS13.[/QUOTE] And there would be much rejoicing because most RPers are literally super-autistic
[QUOTE=STRIDERS;46960114]And there would be much rejoicing because most RPers are literally super-autistic[/QUOTE] For the sake of balance Shirtless Dave was once a thing That is all Fellas although shirtless dave is probably left out by the "most" part of what you said.
[QUOTE=thisguy123;46960144]For the sake of balance Shirtless Dave was once a thing That is all Fellas although shirtless dave is probably left out by the "most" part of what you said.[/QUOTE] shirtless dave was a legend however "/me shakes in fear at the traitor with the revolver" kind of RPers are who I'm on about
[QUOTE=STRIDERS;46960209]shirtless dave was a legend however "/me shakes in fear at the traitor with the revolver" kind of RPers are who I'm on about[/QUOTE] i fucking loved shirtless dave. praise be to shirtless dave
I had a Warden jail me for a total of 14 minutes for trespassing on the bridge to watch a fight between an assistant and the Captain and leaving. I didn't take anything, I didn't hit anyone, and I didn't resist arrest. He took all of my valuable items and reset my timer half-way through.
[QUOTE=Boba_Fett;46960771]I had a Warden jail me for a total of 14 minutes for trespassing on the bridge to watch a fight between an assistant and the Captain and leaving. I didn't take anything, I didn't hit anyone, and I didn't resist arrest. He took all of my valuable items and reset my timer half-way through.[/QUOTE] still better than most security on paradise
[QUOTE=Zombie_2371;46960257]i fucking loved shirtless dave. praise be to shirtless dave[/QUOTE] He's back as far as I know
I'm scared of the day when Dave tranqs me and drags me off into maint
[QUOTE=Mr. Manistan;46959822]Thanks.[/QUOTE] If you want I'll cook you up my blitz research guide.
[QUOTE=Jmir 54;46961296]I'm scared of the day when Dave tranqs me and drags me off into maint[/QUOTE] I'm Dave. *dave double-eswords the whole crew*
[QUOTE=RG4ORDR;46961670]If you want I'll cook you up my blitz research guide.[/QUOTE] Aight got board and decided to pan out my process of being the fastest RD in all the land and what ever. Pretty useful if you want to fight blobs,make everyone love you,etc,etc. I"ve done this on Hippie twice and ended up stopped a blob my first round and numerous times on /tg/ where I get bombed constantly. Step 1: Mech Guns Crutch Have your roboticist make you three mech syringe guns. After deconning 3 of these you'll end up with Materials: 4 Biological:5 Electromagnetic: 5 Data Theory: 4 Step 2: Upgrades Now get your intellicard from your office and decon that and you'll end up with materials 5, which enables Pico and Super Matter Bins, aka the only ones that matter. Next you'll want to upgrade your machines in the lab, so make 3 SMBs,4 Picos, 1 high-powered laser, and advanced scanning module. Upgrade all your machines with these items and you'll cut the resource cost of making items from the protolathe,circuit imprinter and increase R&D chances on the analyzer. Step 3: Engineer and power So after you've done all of that you'll notice you have high-cap powercells in the lab, now RD two of these before hand and you'll have power manip 3 which helps in engineering. Now easy way to get engineering w/o wasting to many resources is deconning a tool from the toolbox, the scanner or whatever is in the box works fine, then make a welding gasmask, it's cheaper than a mining drill. Now you'll have engineering 3, power-manip 3. Go into your upgraded circuit imprinter and print off an exosuit fabricator board, decon that for engineering 4 you'll unlock SMES boards to decon. These are easily the best things to do decon because they give off power and engineering 5, so print off about three of them and you'll hit the near max for both of them w/o wasting precious resources other than some glass and acid. Step 4: So you want more in materials? This is what bugs me with many RDs and people doing research, once they hit materials 5 they tend to be stalled because they need mining to come give them minerals to RD to make shit, which is stupid. If you're one who makes DIAMOND PICKAXES/DRILLS/ETC for materials 7 then you're doing it wrong and need to be kicked out of the lab for wasting minerals. Now this is where your level 6 engineering and power manipulation come in handy, see what VERY few people know is that these make the analyzer have a higher chance at scanning items like picos and SMBs, both which granted materials 5 research when deconned. So what you do is make one of each of these items and decon them and if done right you'll get materials 6 without the need of mining ever again, but what about materials 7? "Woe is me I need diamonds!" Not so fast, this is where being the RD comes in handy, you have access to the AI illegal boards(If you ask the AI first because it's not that crazy.) If the AI isn't a jerk and is smart you'll end up with Onehuman board this granted materials 6 research and if you have materials 6 through deconning a pico or SMB then you hit materials 7, no mining need and you save even more minerals! Step 5: Blue Space,combat, and plasma All three of these are the easiest and pretty useful if you need to want cool goodies and being less reliant on chemistry for acid. Now plasma and combat can be started deconning a tool box, and make a flemathrower so with those your stats will be Combat 3, plasma 2. Next go nab a plasma sheet from xenobiology or the test lab, either one works because that gets you the plasma 3 which allows you to make a portable chem dispenser which is useful as fuck. Now with combat at 3 you can make durand combat boards(Just really need combat 2 for them) which making three of them and deconning them for combat tech 4, you'll wind up with combat 5 in no time if you want combat 6 go beg cargo for a combat shotgun to be the man the blob fears. Blue space though I don't pay much mind to it at all outside of Bags of Holding so use the other guide's method with it. So depending on the speed you do this you can wind up with, and all of it is without the need of mining. My fastest time with this was about 11 minutes from round start which is pretty good considering you'll never know what might happen. Materials: 7 Combat Tech: 5-6 Engineering: 6 Power Manip: 7 EM: 5 Data Theory: 5 Biological: 5 Illegal: 1 Plasma: 3 Blue Space: 1
[IMG]http://40.media.tumblr.com/59501b6888911251b571d316c8d809c8/tumblr_nd8dsqXwDP1qbper1o1_500.png[/IMG] [QUOTE]Come join Goonstation, we have horrifying showers[/QUOTE]
Alright guys, well I came to the realization that the new SS13 is going to be doing 64x64 textures, Dungeons of Dredmore also uses the same resolution, I imagine the art style would fucking fit perfectly. [T]http://images.bit-tech.net/content_images/2011/08/dungeons-of-dredmor-review/dredmor-review-screenshots4.jpg[/T] So if you guys actually need ideas for the replacement art assets the devs took out for whatever reason, we could try going for this style.
[QUOTE=RG4ORDR;46961923]Aight got board and decided to pan out my process of being the fastest RD in all the land and what ever. Pretty useful if you want to fight blobs,make everyone love you,etc,etc. I"ve done this on Hippie twice and ended up stopped a blob my first round and numerous times on /tg/ where I get bombed constantly. Step 1: Mech Guns Crutch Have your roboticist make you three mech syringe guns. After deconning 3 of these you'll end up with Materials: 4 Biological:5 Electromagnetic: 5 Data Theory: 4 Step 2: Upgrades Now get your intellicard from your office and decon that and you'll end up with materials 5, which enables Pico and Super Matter Bins, aka the only ones that matter. Next you'll want to upgrade your machines in the lab, so make 3 SMBs,4 Picos, 1 high-powered laser, and advanced scanning module. Upgrade all your machines with these items and you'll cut the resource cost of making items from the protolathe,circuit imprinter and increase R&D chances on the analyzer. Step 3: Engineer and power So after you've done all of that you'll notice you have high-cap powercells in the lab, now RD two of these before hand and you'll have power manip 3 which helps in engineering. Now easy way to get engineering w/o wasting to many resources is deconning a tool from the toolbox, the scanner or whatever is in the box works fine, then make a welding gasmask, it's cheaper than a mining drill. Now you'll have engineering 3, power-manip 3. Go into your upgraded circuit imprinter and print off an exosuit fabricator board, decon that for engineering 4 you'll unlock SMES boards to decon. These are easily the best things to do decon because they give off power and engineering 5, so print off about three of them and you'll hit the near max for both of them w/o wasting precious resources other than some glass and acid. Step 4: So you want more in materials? This is what bugs me with many RDs and people doing research, once they hit materials 5 they tend to be stalled because they need mining to come give them minerals to RD to make shit, which is stupid. If you're one who makes DIAMOND PICKAXES/DRILLS/ETC for materials 7 then you're doing it wrong and need to be kicked out of the lab for wasting minerals. Now this is where your level 6 engineering and power manipulation come in handy, see what VERY few people know is that these make the analyzer have a higher chance at scanning items like picos and SMBs, both which granted materials 5 research when deconned. So what you do is make one of each of these items and decon them and if done right you'll get materials 6 without the need of mining ever again, but what about materials 7? "Woe is me I need diamonds!" Not so fast, this is where being the RD comes in handy, you have access to the AI illegal boards(If you ask the AI first because it's not that crazy.) If the AI isn't a jerk and is smart you'll end up with Onehuman board this granted materials 6 research and if you have materials 6 through deconning a pico or SMB then you hit materials 7, no mining need and you save even more minerals! Step 5: Blue Space,combat, and plasma All three of these are the easiest and pretty useful if you need to want cool goodies and being less reliant on chemistry for acid. Now plasma and combat can be started deconning a tool box, and make a flemathrower so with those your stats will be Combat 3, plasma 2. Next go nab a plasma sheet from xenobiology or the test lab, either one works because that gets you the plasma 3 which allows you to make a portable chem dispenser which is useful as fuck. Now with combat at 3 you can make durand combat boards(Just really need combat 2 for them) which making three of them and deconning them for combat tech 4, you'll wind up with combat 5 in no time if you want combat 6 go beg cargo for a combat shotgun to be the man the blob fears. Blue space though I don't pay much mind to it at all outside of Bags of Holding so use the other guide's method with it. So depending on the speed you do this you can wind up with, and all of it is without the need of mining. My fastest time with this was about 11 minutes from round start which is pretty good considering you'll never know what might happen. Materials: 7 Combat Tech: 5-6 Engineering: 6 Power Manip: 7 EM: 5 Data Theory: 5 Biological: 5 Illegal: 1 Plasma: 3 Blue Space: 1[/QUOTE] Bluespace six is needed for the phazon mech. you can get to bluespace six by going to tech storage, taking the three subspace ansibles, the two subspace ... thingies that look like this (__) and the subspace broadcaster and reciver boards. now go to the teleporter (as RD you have access, regardless of what the HoS tells you... a HoS fucking arrested me as the RD for breaking into the bridge, it took the cptain, the CE and the HoP to convince him otherwise) decon the hub and station (basically everything bar the computer) and take the boards Put in the decon machine the three ansibles, the two transmitters, the reciver board, the broadcaster board, the station board and the hub board.... should get you bluespace six.
[QUOTE=thisguy123;46962436]Bluespace six is needed for the phazon mech. you can get to bluespace six by going to tech storage, taking the three subspace ansibles, the two subspace ... thingies that look like this (__) and the subspace broadcaster and reciver boards. now go to the teleporter (as RD you have access, regardless of what the HoS tells you... a HoS fucking arrested me as the RD for breaking into the bridge, it took the cptain, the CE and the HoP to convince him otherwise) decon the hub and station (basically everything bar the computer) and take the boards Put in the decon machine the three ansibles, the two transmitters, the reciver board, the broadcaster board, the station board and the hub board.... should get you bluespace six.[/QUOTE] I honestly don't use bluespace like at all. I know how to do it but I couldn't be assed writing it down at all.
Dave still plays on hippie, I was trapped with him once when the power went out while I was arresting a suspect that was running all over the place handcuffed, and he ran into the janitors office. He tried to fuck with me initially but gave up on it, which is pretty nice. It was nukeops so I uncuffed the suspect and we were both let out into maint when someone on the outside crowbarred the door. I think that was a round where the nukeops did a textbook assault and got the disk before I even saw them.
[QUOTE=Lawligagger;46962374]Alright guys, well I came to the realization that the new SS13 is going to be doing 64x64 textures, Dungeons of Dredmore also uses the same resolution, I imagine the art style would fucking fit perfectly. [T]http://images.bit-tech.net/content_images/2011/08/dungeons-of-dredmor-review/dredmor-review-screenshots4.jpg[/T] So if you guys actually need ideas for the replacement art assets the devs took out for whatever reason, we could try going for this style.[/QUOTE] I was making some 64x64 sprites before, direct ports though. I found it's a bit more time consuming for that size, mostly because they're 4 times larger which means a shitton more pixels to keep track of. Here's an AI [img]http://i.imgur.com/9EFDiqc.gif[/img] The extra space does mean more complex animations can be made.
considering it's got more space, you can make a 2x3 ai or something absurd like that. Make the AI sprite look like the WOPR from wargames
I think that SS13 with animated sprites would be awesome.
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