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Messages - XVicarious

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1
Minecraft Discussion / Re: [NOW OPEN] Modded Minecraft Server
« on: March 21, 2014, 05:17:44 pm »
Oh yeah.  I mean I never actually said this in the thread, but WE ARE OPEN.  You can join the server with instructions in the first post.

2
Minecraft Discussion / Re: [NOW OPEN] Modded Minecraft Server
« on: March 14, 2014, 01:15:01 pm »
Done, imo_inx. You're whitelisted.

3
Minecraft Discussion / Re: Modded Minecraft Server
« on: March 12, 2014, 01:52:39 pm »
What is your minecraft username?

4
Minecraft Discussion / Re: Modded Minecraft Server
« on: March 12, 2014, 01:20:32 pm »
Now taking whitelists.  I will add you at my own discretion, generally if you aren't like super new and have a good amount of post.  I want some people I can trust.

5
Minecraft Discussion / Re: Modded Minecraft Server
« on: March 11, 2014, 02:23:04 pm »
I knew I forgot a NEI addition/plugin.  I was trying to stay away from IC2, but you're right and rubber can come in handy from those trees. 

This isn't my first pack, infact it is the 3rd iteration of my modpack.

EDIT: Also if a mod would move this to Minecraft discussion I realized that there is such a subforum.

6
Minecraft Discussion / [NOW OPEN] Modded Minecraft Server
« on: March 06, 2014, 08:21:50 pm »
I'm getting a server soon and was setting up a modded minecraft server for my friends, and since I like you guys here I wanted to open it up to you as well.

The list of mods is here: https://docs.google.com/spreadsheet/ccc?key=0AvxUQJiNJ_XwdFVOMmF2TGp6b0FjTmNKVldlVFJSQmc&usp=sharing

If you have any suggestions for mods, feel free I haven't finalized anything yet (or even have the server).

The modpack is available on the Technic Platform: http://www.technicpack.net/modpack/details/xvtestpack.159749

As of now, it is being hosted on my PC, but will move to a dedicated server eventually.  So expect it to go down when windows decides it wants to install updates when I'm not there.

The server is WHITELIST ONLY and the IP is: gateway.xvicario.us

EDIT: If you don't know how to add a modpack to technic Launcher http://youtu.be/bq0aZF70eAY?t=5m55s

7
Art / Re: [Request] Space sprites! 32x32
« on: January 04, 2014, 12:58:37 am »
So I'm still in need of a few things if anyone is interested!

8
It is because of HTML5.  There is somethign with it.  I'll check out the scaling for it.  On the native windows and android versions, it doesn't blur like that.

Also no shooting.  You navigate through the puzzle.

9
Updated first post !

10
Art / Re: [Request] Space sprites! 32x32
« on: December 21, 2013, 08:20:10 pm »
Thanks Hexatron! I'll still give you credit for them, simply because you deserve it.

11
Art / Re:
« on: December 21, 2013, 06:43:20 pm »
Hexatron those are awesome!  If I do end up selling would you like compensation? You get credit for your work either way.

Also ben, it is a top down puzzle maze type game.  I mean yeah they're going to be color, I should have made that clear.
You can play an earlier demo here: http://xvicario.us/bin
And the more up to date android demo here (I rec 4.0 and up, haven't tried earlier): http://xvicario.us/files/DiS-debug.apk
For android the touch screen is split in 4 equal regions to move.
Code: [Select]
up right
left down
I was skeptic about controls at first, but I like them

12
Art / [Request] Space sprites! 32x32
« on: December 21, 2013, 02:17:44 pm »
So I have some mockups  for a game I'm working on and I need sprites for it, as the ones I made don't cut it. What am I looking for?

5 asteroids all different size of 32*32
A spaceship shuttle thing the shuttle must fit in a 24*24 space, plus the space for the flames rocket engine thing.  I would like a variation in the flames for an animation, plus one without flames.
A monster, an eye monster to be specific. .  Bad art, but done in a hurry. The eyeball should fit in a 26*26 area, plus the area for the strands off of it.

Also, I do plan on selling this for about a dollar, so if the artist wants compensation that can be arranged.

Thanks

13
Other Programming Languages / Tilemapper acting odd.
« on: December 17, 2013, 11:22:19 pm »
I'm writing a game in HaXe.  But really any language expertise is needed to figure this out.  Its something in my logic.

My problem is that one level (01.level) loads correctly, but another (02.level) does not.  Screenshots below.

02.level

01.level


The files
Spoiler For 01.level:
Code: [Select]
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
1,2,0,0,0,0,0,0,1,3,1,1,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,0,0,0,1
1,9,0,0,1,1,1,1,1,0,1,0,1,1,1,1,0,1,0,1
1,1,1,0,1,1,1,1,1,0,1,0,0,0,0,0,0,1,0,1
1,0,1,0,1,0,0,0,1,0,1,1,1,1,1,1,1,1,0,1
1,3,1,0,1,0,1,0,1,0,1,1,0,0,0,1,1,1,0,1
1,0,1,0,0,0,1,0,1,0,0,4,0,0,0,0,0,0,0,1
1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,1,1,1,1,1
1,0,0,4,0,0,1,0,1,0,1,0,1,1,1,1,1,1,1,1
1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,1,1,1,1,1
1,0,0,0,0,0,0,0,0,4,0,0,0,0,0,1,1,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1
Spoiler For 02.level:
Code: [Select]
11111111111111111111
19111111000011000311
10100000011011010001
10101111131000011001
10001100001111111001
11111101100001111011
11160000000000001001
11111101101101111011
11000101101001111001
11010001101011111101
11011111111000000101
12011111111111110001
11111111111111111111

Now they look different, but it parses both correctly.

The code I have is the following
Code: [Select]
function drawMap() {
var psudoi:Int = 0;
var psudox:Int = 0;
var psudoy:Int = 0;
for (i in 0...map.getMap().length) {
if (i > 20*psudoy-1) {
psudoy = psudoy + 1;
psudox = 0;
}
if (map.getMap()[i] == 1) {
add(new Block(psudox*32,(psudoy-1)*32));
}
if (map.getMap()[i] == 2) {
add(new Player(psudox*32,(psudoy-1)*32));
}
if (map.getMap()[i] == 3) {
add(new Enemy(psudox*32,(psudoy-1)*32,2));
}
if (map.getMap()[i] == 4) {
add(new Enemy(psudox*32,(psudoy-1)*32,0));
}
if (map.getMap()[i] == 6) {
add(new Enemy(psudox*32,(psudoy-1)*32,1));
}
if (map.getMap()[i] == 9) {
add(new EndPortal(psudox*32,(psudoy-1)*32));
}
psudox = psudox + 1;
}
}

It works for one, but the other no.  Am I just getting lucky with one?  I only have 2 of the 15 or 30 levels done, so I can't try another.
EDIT IM AN IDIOT

14
Miscellaneous / Re: Rubik's Cube
« on: November 25, 2013, 01:25:11 am »
I want to get the 10x10x10.  Sadly I don't think its in white yet...

15
Miscellaneous / Re: Rubik's Cube
« on: November 24, 2013, 09:13:13 pm »
Yup, but why single colored cubes ? :P

I haven't stickered them.  I've had them for a while.

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