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ZomgPonies

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Everything posted by ZomgPonies

  1. Can you turn that UI png into a proper UI dmi with properly named icon_states so I can add it in?
  2. Alright I think spells are 'good enough' for now, let's move on to the next set of icons: genetic powers (those that require activation). Morph Project Mind Remote View Incendiary Mitochondria Cryokinesis Jump Polymorph Hulk Eat So I'll need sprites for all of these genetic abilities now, using the same template as spells.
  3. Karma prices for species/jobs are balances depending on how hard the job/specie is to RP and how potentially powerful the mechanics are. None of the vanilla jobs have been added to the karma system even though that was suggested many times. You aren't OWED custom jobs, they are there as rewards for players that are popular or contribute to the community at large. Don't have enough karma? Then get involved with the sprite contests, start working on updating the wiki, or have popular in-game characters. Being interesting, being especially robust, being helpful are all good ways to get in-game karma. tl;dr, karma system isn't going to change anytime soon.
  4. forcewall, smoke, EI'NATH' (disintegrate) left.
  5. We still need icons for flesh to stone, forcewall, smoke, disable tech, EI'NATH', mind transfter, curse of the horseman, ethereal jaunt.
  6. Good enough as placeholders for now anyways.
  7. These are all really good keep em coming
  8. Alright, so as you can see we're working on removing as many verbs from the white list as possible and giving them dynamic UI elements. I need (urgently) UI buttons for ALL spells, and for all mutations that have a verb (for example remote talk and remote view). You will find a blank background you can use at the following link: https://github.com/ZomgPonies/Paradise/ ... action.dmi The faster you can produce these icons, the faster I can add them in. There needs to be a single icon per verb. Reward is 5KP per used icon.
  9. Very nice, I may very well use those uniforms for clown planet stuff. If I do, expect karmas
  10. While I appreciate the submissions, the level of quality of the weapons right now aren't up to snuff with that we use in the server. Take a look at this girl's thread on the BS12 forums, she specializes in weapons. http://baystation12.net/forums/viewtopi ... =44&t=8088 Hope this gives you some tips on improving your own sprites.
  11. Effect needs to be animated and fit in 32x32.
  12. So, nations base gameplay done Xeno base gameplay done Addictions partially in, needs overhaul. Species Ambassadors and embassy staterooms, currently mapping in and taking sprite submission for decorations and such. Coding not started. Ahelp overhaul to allow for more concurrent admins and specialize admins more. Cargo trains, ambulance trains, specialized carriages (sec paddywagons, etc). Working with code designer to lock down base feature set, taking sprite submissions.
  13. Need sprites for a confetti effect. Also I wanted to make it so if you built a HONKputer to call clown planet you had to insert your ID, and if it wasn't a clown ID the HONKputer would chew the ID up and spit out confetti.
  14. Technically the specialized ones yes in terms of height, but they need to pretty much fit on one tile or they'll be on top of each other when you link carriages together.
  15. That's why the base trolley north/south section (and the engine too I imagine) HAS to be designed in such a way that lockers, players and crates look good on them.
  16. As some of you may have noticed, we recently implemented code to allow cargo trains. They currently use mulebot sprites, and can hold lockers, crates, even passengers if properly configured. What we need is directional sprites so that up/down looks good. HOWEVER these sprites need to also look good with their cargo on them. The first part of this contest will deal with the base cargo train engine and trolley directional sprites. Engine directional needs to be animated just like mulebot1. https://github.com/ZomgPonies/Paradise/ ... aibots.dmi Trolley: mulebot0 Engine: mulebot1 Reward: 10KP for the basic directional if using mulebot sprite as base. Up to 20KP -per vehicle- if totally custom design of engine and basic trolley. The SECOND part of this contest is where it starts to get fun. We'll be looking at using those base sprites as a base to make specialized trolleys for fire engines, paddywagons for security, etc etc. At that point submit whatever you can think of, and we'll see about adding relevant gameplay to it. Reward: 10KP per custom vehicle created (meaning a red trolley with a water cannon on top, or a blue sec paddywagon with an overlay of jailbars that goes over the prisoners, etc. Simple recolors will get 5KP if selected.
  17. As many of you know, we're currently in the process of adding racial Ambassadors to all the alien species. We've designated staterooms for them which will double as Embassies for species. These staterooms needs sprucing up to make each unique in it's own way. Provide sprites of a decorative nature (preferably not clothing/weapons/gear unless it's on a stand/wall hanging). Reward: 5KP per sprite that we import into the codebase, no sprite limit per player. Since this is an open theme, everyone has a chance of getting some nice KP. As long as the sprite makes sense, looks good and is unique, it will probably be selected. And since there's no way to merge a bunch of topics and make this post show up at the top, please post your work in this thread only.
  18. Sure if you provide the sprite and it can be tied to an existing item.
  19. I can tell you right now....you're not on the short list. Short bus, maybe.
  20. I don't know that this is any better/more efficient than our current setup, other than the larger paramedic area. What we DO need in terms of mapping, and where you are able to be much more creative is more space exploration content. You're a good mapper, I'm just not sure this is better, just different.
  21. The contest has ended, thank you all for participating. The winners have been announced in the stickied topic, and the KP rewards will be given out in the next few minutes. Expect another contest shortly.
  22. Yeah objects in SS13 appear larger than they are. Make it bigger, but not as big as machinery (so take up 1/2 to 2/3 of the 32x32 canvas or thereabouts.
  23. Looking good guys, still missing miniaturized plasma generator and power armor reactive plating and we're done
  24. Servos look good, reactor could use a bit more metal around the edges.
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