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Topics - XVicarious

Pages: [1] 2 3
1
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

2
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

3
Computer Programming / 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

4
So you might recall my last project here: http://ourl.ca/18975

While I like Python, performance was just too poor and I wanted to release it on more than Android and the way that I had formatted my code, I'd have to change so much for it to work on other platforms.
So I restarted in Haxe, using OpenFL and HaxePunk.

Right now its just a demo of moving around with the WASD keys, but will be updated often hopefully.

There is an html5 version here (http://xvicario.us/dis/).  This is kinda laggy on Firefox for me.

Also naming is still something I need help with.  There is a link to the full game (old version) in the old thread linked at the top.

5
So my game is nearing completion (finally).   One of my last problems is making the level selection screen fit the proper amount of level "buttons"  per row on the screen depending on the screen's resolution.  I didn't notice this (well at least the extent of the problem) until I got my new 2013 Nexus 7, whose screen size is much larger than the previous generation's (720p vs 1080p).

Basically I'm having trouble dynamically fitting objects on the screen based on the screen's resolution.

The current code I'm using as of now to fit items on the screen:

Code: [Select]
elif gameState == "levelSelect":
            if doOnce:
                buttons = pygame.sprite.Group()
                buttList = []
                buttText = []
                buttRect = []
                numbers = 0
                for lv in android.assets.list():
                    if lv.endswith(".level"):
                        if (numbers > -1) and (numbers < 9):
                            h = 64
                            buttList.append(LevelButton((numbers+1)*128-64,h,str(numbers + 1)))
                        elif (numbers > 8) and (numbers < 17):
                            h = 192
                            buttList.append(LevelButton((numbers-8)*128-64,h,str(numbers + 1)))
                        buttons.add(buttList[numbers])
                        buttText.append(myFont.render(buttList[numbers].text,False,color))
                        buttRect.append(buttText[numbers].get_rect())
                        buttRect[numbers].center = buttList[numbers].rect.center
                        numbers += 1
                screen.fill((0,0,0))
                buttons.draw(screen)
                numbers = 0
                for button in buttText:
                    screen.blit(button, buttRect[numbers])
                    numbers += 1
                pygame.display.flip()
                doOnce = False


I'd like to point out I have the screen's native resolution stored in mynative[0][0] and mynative[0][1]

Its like I just hit a writer's sort of block while doing this.

6
Now something strange is happening:
Level 1:

Level 2:


01.level (the data for placing enemies, the endpoint and the player) is being loaded for level 2 as well.  Code is below.  (also notice all the extra things, for some reason they aren't being cleared...) they should have been since the screen is cleared when the level loads, and a new TileMapper object is used to handle the level data.
I'm pretty sure the problems lie within LoadLevel.py main.py or Screen.py

My game runs at a near steady 30fps on my Nexus 7, but struggles on my Galaxy Nexus.  The problem is the GNex is a fairly powerful phone and it is struggling with this.
I don't know what exactly is making it run so slowly.  I know that it shouldn't be as slow as it is.  I know, Python and Mobile device, but honestly I don't think it should be running as slowly as it is.

My code is as follows:

main.py
Code: [Select]
import pygame, math
try:
    import android
except ImportError:
    android = None
   
# Import our objects
from Player import Player
from Enemy import Enemy
from EndPortal import EndPortal
from Control import Controller
from LoadLevel import Level, TileMapper, LoadLevel
from Screen import GameScreen

clock = pygame.time.Clock()

def main():
    pygame.init()
    print "start game!"
   
    if android:
        android.init()
        android.map_key(android.KEYCODE_BACK, pygame.K_ESCAPE)
   
    mynative = pygame.display.list_modes()
    s_res = (mynative[0][0],mynative[0][1])
    screen = pygame.display.set_mode(s_res,pygame.FULLSCREEN)
    # Level Surface
    currentLevel = 0
    gameState = "levelLoad"
    scroll_x = 0
    scroll_y = 0
    if android:
        s = android.assets.open("bg.png")
    else:
        s = "../assets/bg.png"
    stars = pygame.image.load(s).convert()
   
    if android:
        # Setup Onscreen Controller
        controllerList = pygame.sprite.Group()
        middle = Controller(96,mynative[0][1]-192,"none")
        controllerList.add(middle)
        upArrow = Controller(96,mynative[0][1]-288,"up")
        controllerList.add(upArrow)
        downArrow = Controller(96,mynative[0][1]-96,"down")
        controllerList.add(downArrow)
        leftArrow = Controller(0,mynative[0][1]-192,"left")
        controllerList.add(leftArrow)
        rightArrow = Controller(192,mynative[0][1]-192,"right")
        controllerList.add(rightArrow)
        upleftArrow = Controller(0,mynative[0][1]-288,"upleft")
        controllerList.add(upleftArrow)
        uprightArrow = Controller(192,mynative[0][1]-288,"upright")
        controllerList.add(uprightArrow)
        downleftArrow = Controller(0,mynative[0][1]-96,"downleft")
        controllerList.add(downleftArrow)
        downrightArrow = Controller(192,mynative[0][1]-96,"downright")
        controllerList.add(downrightArrow)
           
    done = True
   
    if android:
        pygame.event.set_allowed([pygame.QUIT, pygame.KEYDOWN, pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP])
    else:
        pygame.event.set_allowed([pygame.QUIT, pygame.KEYDOWN, pygame.KEYUP])
       
    tickClock = 0

    while done == True:
       
        if tickClock == 30:
            print math.floor(clock.get_fps())
            tickClock = 0
           
        tickClock += 1
       
        if gameState == "levelLoad":
            currentLevel += 1
            if (currentLevel.__str__().zfill(2)+".png") in android.assets.list():
                screen.fill((255,255,255))
                level = None
                newLevel = None
                tMap = None
                player = None
                endPortal = None
                level = pygame.Surface((640,416))
                level.fill((255,255,255))
                newLevel = LoadLevel(currentLevel.__str__().zfill(2)+".level")
                tMap = TileMapper(newLevel)
                level.blit(stars,(0,0))
                myLevel = Level(currentLevel.__str__().zfill(2)+".png")
                level.blit(myLevel.image,(0,0))
                player = tMap.player
                endPortal = tMap.endPortal
                gameLevel = GameScreen(level)
                dirties = []
                for e in tMap.enemyList:
                    dirties.append(e.rect)     
                gameLevel.drawScreen(screen,tMap,scroll_x,scroll_y)
                pygame.display.flip()
                gameState = "level"
            else:
                done = False
        # Track event happening
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    print "Quitting..."
                    done = False
            if android:
                # Movement
                if event.type == pygame.MOUSEMOTION:
                    mouse_pos = pygame.mouse.get_pos()
                    if upArrow.rect.collidepoint(mouse_pos):
                        player.change_x = 0
                        player.change_y = -3
                    elif downArrow.rect.collidepoint(mouse_pos):
                        player.change_x = 0
                        player.change_y = 3
                    elif leftArrow.rect.collidepoint(mouse_pos):
                        player.change_x = -3
                        player.change_y = 0
                    elif rightArrow.rect.collidepoint(mouse_pos):
                        player.change_x = 3
                        player.change_y = 0
                    elif upleftArrow.rect.collidepoint(mouse_pos):
                        player.change_x = -3
                        player.change_y = -3
                    elif uprightArrow.rect.collidepoint(mouse_pos):
                        player.change_x = 3
                        player.change_y = -3
                    elif downleftArrow.rect.collidepoint(mouse_pos):
                        player.change_x = -3
                        player.change_y = 3
                    elif downrightArrow.rect.collidepoint(mouse_pos):
                        player.change_x = 3
                        player.change_y = 3
                    else:
                        player.change_x = 0
                        player.change_y = 0
                elif event.type == pygame.MOUSEBUTTONUP:
                    player.change_x = 0
                    player.change_y = 0
            else:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_LEFT:
                        player.changeSpeed(-3,0)
                    if event.key == pygame.K_RIGHT:
                        player.changeSpeed(3,0)
                    if event.key == pygame.K_UP:
                        player.changeSpeed(0,-3)
                    if event.key == pygame.K_DOWN:
                        player.changeSpeed(0,3)
                if event.type == pygame.KEYUP:
                    if event.key == pygame.K_LEFT:
                        player.changeSpeed(3,0)
                    if event.key == pygame.K_RIGHT:
                        player.changeSpeed(-3,0)
                    if event.key == pygame.K_UP:
                        player.changeSpeed(0,3)
                    if event.key == pygame.K_DOWN:
                        player.changeSpeed(0,-3)
        # Perform Updates
        if player.change_x or player.change_y:
            player.update(myLevel,tMap.enemyList)
            dirties.append(player.rect)
        for enemy in tMap.enemyList:
            enemy.update(myLevel)
        if endPortal.update(player):
            gameState = "levelLoad"
           
        # Check if Android version is not focused, if so pause the game           
        if android:   
            if android.check_pause():
                android.wait_for_resume()
               
        # Draw
        gameLevel.drawScreen(screen,tMap,scroll_x,scroll_y)
        if android:
            controllerList.draw(screen)
       
        # Game Camera
        # Buggy, always starts on top, but works.
        if (player.rect.y >= 208):
            if (gameLevel.scroll_y_limit >= 3) and player.change_y > 0:
                scroll_y += 3
        elif (player.rect.y <= 208):
            if (scroll_y > 0) and player.change_y < 0:
                scroll_y -= 3

        pygame.display.update(dirties)
        clock.tick(30)

# This isn't run on Android.
if __name__ == "__main__":
    main()


Player.py
Code: [Select]
'''
Created on May 20, 2013

@author: XVicarious
'''

import pygame

try:
    import android
except ImportError:
    android = None
   
class Player(pygame.sprite.DirtySprite):
   
    change_x = 0
    change_y = 0
   
    origin_x = 0
    origin_y = 0
   
    def __init__(self,x,y,scale = 1):
        pygame.sprite.DirtySprite.__init__(self)
        if android:
            sprite = android.assets.open("player.png")
        else:
            sprite = "../assets/player.png"
        self.image = pygame.image.load(sprite).convert_alpha()
        self.image = pygame.transform.scale(self.image,(self.image.get_width()*scale,self.image.get_height()*scale))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.origin_x = x
        self.rect.y = y
        self.origin_y = y
        self.mask = pygame.mask.from_surface(self.image)
    def changeSpeed(self,x,y):
        self.change_x += x
        self.change_y += y
    def update(self,wall,enemies):
        old_x = self.rect.x
        old_y = self.rect.y
        self.rect.x += self.change_x
        self.rect.y += self.change_y
        if pygame.sprite.collide_mask(self,wall):
                self.rect.x = old_x
                self.rect.y = old_y
        for anEnemy in enemies:
            if pygame.sprite.collide_mask(self,anEnemy):
                self.death()
     
    def death(self):
        self.rect.x = self.origin_x
        self.rect.y = self.origin_y

Wall.py (currently unused, using test level format)
Code: [Select]
'''
Created on May 21, 2013

@author: XVicarious
'''

import pygame

try:
    import android
except ImportError:
    android = None

class Wall(pygame.sprite.Sprite):

    def __init__(self,x,y,scale,t = 0):
        pygame.sprite.Sprite.__init__(self)
        if t == 0:
            if android:
                sprite = android.assets.open("wall.png")
            else:
                sprite = "../assets/wall.png"
        elif t == 1:
            if android:
                sprite = android.assets.open("ubridge.png")
            else:
                sprite = "../assets/ubridge.png"
        elif t == 2:
            if android:
                sprite = android.assets.open("ubridge2.png")
            else:
                sprite = "../assets/ubridge2.png"
        self.image = pygame.image.load(sprite).convert_alpha()
        self.image = pygame.transform.scale(self.image,(self.image.get_width()*scale,self.image.get_height()*scale))
        self.rect = self.image.get_rect()
        self.rect.x = x
        self.rect.y = y
        self.mask = pygame.mask.from_surface(self.image)

Enemy.py
Code: [Select]
import pygame
try:
    import android
except ImportError:
    android = None
   
class Enemy(pygame.sprite.DirtySprite):
   
    change_x = 0
    change_y = 0
    enemy_type = 0
   
    def __init__(self,x,y,etype,scale):
        pygame.sprite.DirtySprite.__init__(self)
        if etype == 0:
            if android:
                sprite = android.assets.open("enemy_horz.png")
            else:
                sprite = "../assets/enemy_horz.png"
        elif etype == 1:
            if android:
                sprite = android.assets.open("fastenemy_horz.png")
            else:
                sprite = "../assets/fastenemy_horz.png"
        elif etype == 2:
            if android:
                sprite = android.assets.open("enemy_vert.png")
            else:
                sprite = "../assets/enemy_vert.png"
        elif etype == 3:
            if android:
                sprite = android.assets.open("fastenemy_vert.png")
            else:
                sprite = "../assets/fastenemy_vert.png"
        self.image = pygame.image.load(sprite).convert_alpha()
        self.image = pygame.transform.scale(self.image,(self.image.get_width()*scale,self.image.get_height()*scale))
        self.rect = self.image.get_rect()
        self.rect.x = x + 3
        self.rect.y = y + 3
        self.mask = pygame.mask.from_surface(self.image)
        self.enemy_type = etype
        if self.enemy_type == 0:
            self.change_x = -6
        elif self.enemy_type == 1:
            self.change_x = -12
        elif self.enemy_type == 2:
            self.change_y = -6
        elif self.enemy_type == 3:
            self.change_y = -12
    def update(self,wall):
        self.rect.x += self.change_x
        self.rect.y += self.change_y
        if pygame.sprite.collide_mask(self, wall):
            self.change_x *= -1
            self.change_y *= -1
            self.rect.x += self.change_x
            self.rect.y += self.change_y
        self.dirty = 1

LoadLevel.py
Code: [Select]
'''
Created on May 23, 2013

@author: XVicarious
'''
import base64, pygame
from Wall import Wall
from Player import Player
from EndPortal import EndPortal
from Enemy import Enemy
try:
    import android
except ImportError:
    android = None
   
class LoadLevel(object):
   
    levelList = []
   
    def __init__(self, levelNumber):
        print levelNumber
        if android:
            level64 = android.assets.open(levelNumber)
        else:
            level = "../assets/" + levelNumber
            level64 = open(level,'r')
        levelString = base64.standard_b64decode(level64.read())
        for line in levelString:
            for char in line:
                if char == '\r' or char == '\n':
                    foo = "bar"
                else:
                    self.levelList.append(char)
       
class TileMapper(object):

    enemyList = pygame.sprite.Group()
    extraList = pygame.sprite.Group()
    player = None
    endPortal = None
   
    def __init__(self,levelList,scale = 1):
        for i in range(0,13):
            for j in range(0,20):
                # 2 -- player
                # 3 -- Vertical Enemy
                # 4 -- Horizontal Enemy
                # 5 -- Fast Vertical Enemy
                # 6 -- Fast Horizontal Enemy
                if levelList.levelList[(i*20)+j] == '2':
                    self.player = Player(j*32,i*32,scale)
                    self.extraList.add(self.player)
                    print "Player", j*32, i*32
                elif levelList.levelList[(i*20)+j] == '3':
                    self.enemyList.add(Enemy(j*32,i*32,2,scale))
                elif levelList.levelList[(i*20)+j] == '4':
                    self.enemyList.add(Enemy(j*32,i*32,0,scale))
                elif levelList.levelList[(i*20)+j] == '5':
                    self.enemyList.add(Enemy(j*32,i*32,3,scale))
                elif levelList.levelList[(i*20)+j] == '6':
                    self.enemyList.add(Enemy(j*32,i*32,1,scale))
                elif levelList.levelList[(i*20)+j] == '9':
                    self.endPortal = EndPortal(j*32,i*32)
                    self.extraList.add(self.endPortal)

class Level(pygame.sprite.Sprite):
   
    def __init__(self,image,levelData = None):
        pygame.sprite.Sprite.__init__(self)
        if android:
            sprite = android.assets.open(image)
        else:
            sprite = "../assets/" + image
        self.image = pygame.image.load(sprite).convert_alpha()
        self.rect = self.image.get_rect()
        self.mask = pygame.mask.from_surface(self.image)


Screen.py
Code: [Select]
'''
Created on Jun 3, 2013

@author: xvicarious
'''

import pygame

class GameScreen(object):
   
    mynative = None
    drawnScreen = None
    levelSurf = None
    newHeight = None
    scroll_y_limit = None

    def __init__(self, levelSurface):
        self.mynative = pygame.display.list_modes()
        self.newHeight = (416*self.mynative[0][0])/640
        self.levelSurf = levelSurface
        self.drawnScreen = levelSurface.copy()
       
    def drawScreen(self,screen,map,scroll_x,scroll_y):
        self.drawnScreen.blit(self.levelSurf,(0,0))
        map.enemyList.draw(self.drawnScreen)
        map.extraList.draw(self.drawnScreen)
        levelScaled = pygame.transform.scale(self.drawnScreen,(self.mynative[0][0],(416*self.mynative[0][0])/640))
        self.scroll_y_limit = self.newHeight - (self.mynative[0][1] + scroll_y)
        subSurfLevel = levelScaled.subsurface((scroll_x, scroll_y, self.mynative[0][0], self.mynative[0][1]))
        screen.blit(subSurfLevel,(0,0))
       

Note that this is my first project in Python with classes etc.

7
Computer Projects and Ideas / Currently Unnamed Game -- Android!
« on: May 23, 2013, 03:47:35 pm »
So I have been porting an old game of mine to Android.  The original name was "[Danger in Shapes]", but now honestly after five years sounds really silly.  So as of now the game is unnamed. 

The original one is here: http://sandbox.yoyogames.com/games/68880-danger-in-shapes
If you want to play and help me think of a new name.

This game is written in Python and Pygame using Pygame Subset for Android to build for Android.  All you need to play is to install the APK, no extra things.

I need a new name for the game.  The first two levels are playable.  You'll initially come to a splash screen with my logo, just tap the screen and you go to the game.  Use the 8-directional DPad to move around.  The levels are quite difficult, but possible.  I'm currently working on the other levels.  There will eventually be 30 total levels and about $1.29 on the Google Play store.

http://xvicario.us/DiSAndroid-0.6-release.apk

The required version of Android is 4.0 I think (or 2.2, I really don't know lol). If need be I will see if I can build it for Android 2.2+
I know the screen resolution of the D-Pad works perfectly on my Galaxy Nexus, and my Nexus 7.  If it doesn't for you if you could kindly post your screen dimensions or DPI and I can see if I can fix it.

Remember this isn't a game yet.  Its pretty boring, but exciting since it is my first Android app.  It will be $1.29 in the Play Store I think, but I will release a special Omnimaga edition for free.

Spoiler For screenshots:





EDIT:  I was thinking about the levels making a list encoded in Base64, loaded from text files and read out each character representing a tile, and writing a tilemapper to draw it out.  Dunno, what do you guys think?

EDIT 2:
01:
Code: [Select]
11111111111111111111
12000000131111111111
11111110000011110001
19001111101011110101
11101111101000000101
10101000101111111101
13101010101100011101
10100010100400000001
11111110101011111111
10040010101011111111
11111110101011111111
10000000040000011111
11111111111111111111

8
Hello!

For the last few days I have been putting together a modpack for Minecraft.  I have found that playing Minecraft with friends and other people make it soooo much more fun.

I have hand picked all of the mods in this Modpack for Minecraft.  It is like Tekkit/Feed-the-Beast but with some of my own additions to the mods.  The modpack is a private one that I put together myself.

Basically I am asking if people would like to play on a server.  I would pay for it, but donations would need to cover at least 50% of the cost of the server every month because I don't have a job at the moment and have very limited money to spend.

This will be Minecraft 1.4.7.
Updating the mods will not be done unless it fixes exploits or awful bugs.

The Mods Include:
Rei's Minimap
BuildCraft
DivineRPG
IndustrialCraft
-- GregTech
-- Advanced Machines
-- Compact Solar Arrays
-- Advanced Power Management
TreeCapitator
NotEnoughItems
Chest Transporter
Equivalent Exchange 3 (currently has limited use because it is Pre-Alpha)
ExtraBiomesXL
Twilight Forest
InvTweaks
MineFactory Reloaded
Enhanced Books
RedPower
MineChem
Nether Ores
Balkon's Weapon Mod
TubeStuff
PowerConverters
OptiFine
Mo'Creatures
Forestry
Thermal Expansion
Thaumcraft 3
Factorization
Iron Chests
etc... I think.

I'll add links for the last 3 after class.

I think this is pretty final at this point

This list likely will change due to additions, but likely nothing will be removed.

9
Art / [request] Logo, I have a design but need it done on the computer
« on: November 16, 2012, 03:12:06 pm »
So I have a design thought up and doodles of it, but the problem is I'm absolutely rubbish at computer art.  I can describe it, and I'll post a picture I take of it (I don't have the means to scan it) so someone can  possibly help me.

Its an "X", but the top part extends out further, and there is a triangle in the middle sort of forming a "V" in the white (or transparent space really).  There are also two droplet like things on either side in the divots in in the "X".  A picture should be up momentarily for it.

It should be a vector image in the ideal situation so resizing to fit things wouldn't be a problem, but if that isn't feasable a 512x512 png file with a transparent background is perfectly fine as well.
A note, everything in the image is black., the white space is the transparent background.


10
Gaming Discussion / List of Games to Finish Before Christmas Break
« on: October 21, 2012, 04:17:22 pm »
So I am making a list of games that I'd like to finish before my Christmas break from school (December 12th, at 12:00pm).  I have started a list, but I need help deciding things to add to it. I don't want to spend any money on these games.  So you can look at my Steam profile if you want to suggest (And I'll tell you if I have finished it yet).  (http://steamcommunity.com/id/xvicarious/games?tab=all)
The List:
(Finished:In Progress:Not Started)

Dragon Age: Origins
Call of Duty: Modern Warfare 3 (Literally a couple missions left)
Borderlands
Borderlands 2

DooM 3
Quake
Quake 2
Quake 4
BioShock
BioShock 2
Dead Space
Dead Space 2
The Witcher
The Witcher 2


Suggestions from my Steam library?

11
Gaming Discussion / A New Magazine For Nintendo Fans...
« on: August 27, 2012, 12:46:10 pm »
Hey, as some of you may or may not know Nintendo Power will be concluding its publication with the December 2012 issue.
I have an idea...
We can create our own magazine based around Nintendo and new releases etc.
Now this of course wouldn't be a printed one, it would be distributed on the Google Play store and/or Zinio (a magazine distribution platform).

We need organization before we start.  We need to plan out content multiple months in advance or this will never last.  And I want it to.

Sections:
Upcoming Games
New Game Reviews
Classic Corner
Some kind of spot for our Nintendo fan games on our calculators, because after all this is Omnimaga... Plus it may attract new people to the world of calculator programming asm, basic, and axe.

Any ideas?  Anyone with me?

We need:
(x2) Artist  --
(x5) Writers --
Finance --

And other ideas for people we need?

12
Art / [REQUEST] Boot Animation for Android
« on: August 22, 2012, 03:21:53 pm »
I am currently patching together a ROM for Android full of tweaks and such that will be released for the Sony Ericsson Xperia PLAY, Asus Eee Pad Transformer (tf101), And the Google Asus Nexus 7 (and maybe more).
I do need a boot animation.  I had an idea...

Black background, with a red flame (shaded of course) with a black XV in the middle of the flame.  The problem with this is I am terrible at computer art.  I know that some of you here are amazing.  So I was wondering if anyone could make one for me.

I would need the boot animation in the following formats (as of now):
(H*W)
1280x800
800x1280
854×480

Thanks for reading!

13
Computer Projects and Ideas / xDooMLauncher
« on: May 12, 2012, 01:03:32 am »
NOTICE: THIS IS A SUPER EARLY VERSION (12 5 2012).  THERE ARE BUGS AND I KNOW.

xDooMLauncher
v0.1.5 (Build 20120512)

Downloads:
http://xvicario.us/xDL_20120512_v0.1.5.7z (6kb)
http://xvicario.us/xDL_20120512_v0.1.5.zip (8kb)

xDooMLauncher is a replacement for the horrid (in my opinion at least) ZDoomLauncher.
ZDoomLauncher is very cluttered and I decided to make one myself with a cleaner interface.

BUGS:
- I'm sure there are some, somewhere. I think I still have debugging code in there...

Sorry no screen shots tonight, but i promise tomorrow (maybe).

Oh. And this will only be of use to you if you have DooM, DooM II, Heretic, HeXen, Strife, Freedoom, TNT, Plutonia, Strife, or Hacx.

iwads go in the iwad folder (option to find them wherever is coming)
pwads go in the pwad folder (option to find them wherever is not coming, too messy)

If you have another IWAD that is not standard, you can add your own in iwad.txt in the root directory of the program.

You'll need a DooM Source port (http://zdoom.org) and an iWad (http://www.nongnu.org/freedoom/ for an open source DooM clone).

14
Minecraft Discussion / XMDCraft -- A Minecraft Server
« on: April 20, 2012, 11:22:48 pm »
My cousin and I just started a Minecraft server that we call XMDCraft.  It is a laid back(-ish) server.  We do have rules like no griefing and stuff, but yeah.
To play on XMDCraft you first need to sign up at our website http://xmdcraft.com/ .  This will automatically whitelist your Minecraft username (you must put it in when you sign up).
Then when you log on you must take a quiz to change from Guest status to Builder status.
The Ranks (from high to low):
Admin (two brianmaurer42 (XVicarious) and jewfrogarrett148)
Mod
Trusted Builder
Builder
Guest

We have the following plugins installed (permissions are still being set up though):
WorldEdit
VoxelSniper
Essentials
GroupManager
MCBans
Craftbook (Mech)
BorderGuard
WorldGuard
iConomy
PhysicalShop
godPowers
LWC
Multiverse (full, all plugins)
StartersQuiz
Vault

Any questions ask here or email either [email protected] or [email protected] and one of us will get back to you!

15
Miscellaneous / Puzzles of the Twisty Variety
« on: January 28, 2012, 12:30:40 am »
I know some of you are also into the Rubik's Cube and stuff.  Do any of you have a collection?  I have a growing one.  I recently got more serious about collecting a few weeks back when I actually got some money in my hands.
My collection includes:

2 - 2x2x2s Eastsheen
15 - 3x3x3s of various types.  Type-A Cube4You, Rubik's Retail, Rubik's DIY, Type-F (I think) Cube4You (my main), a few Cracker Barrel cubes (Toysmith), and a 30th Anniversary Cube, a few super cheap dollar store cubes, a Dayan ZhanChi, and a Dayan ZhanChi Stickerless, and one that is gonna be transformed into a half- half-truncated cube
3 - 4x4x4s Two Rubik's and one eastsheen
2 - 5x5x5s Both eastsheen
1 - 6x6x6 YJ it is in the mail
1 - 7x7x7 YJ it is in the mail
1 - fisher cube
1 - square-1/cube 21
1 - super square-1
1 - 2x3x3
1 - 3x3x4
1 - Rubik's Snake/Twist
1 - Rubik's Revolution Titanium Ed
1 - Rubik's World
1 - Gear Cube
1 - Megaminx
2 - Void Cubes
1 - Rubik's Magic
1 - Barrel
2 - Rubik's Slide (willing to trade for something for one of these)
1 - Four Fused 2x2x2 Cubes

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