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Everything posted by Chada1
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This PR will take a little longer to be merged than expected for technical reasons.
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Won't be any test merges, it's just fully merged. But I'm still waiting to hear results of afew rev rounds to figure out if I need to tweak anything. The first round I've heard about was promising, they said they liked it a looot more than regular rev. We'll see if that holds up after several more rounds, tho.
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As of this PR, revolution has had a full reflavor and a few changes. You can see the PR here: https://github.com/Aurorastation/Aurora.3/pull/8747 The changes as done in the PR are: The 'Revolutionaries' were renamed to -- The 'Contenders', They're more or less the same as the revs used to be, except they're flavored to be much less antagonistic to the Crew, now with their name title and presentation it should be a lot easier to recruit Crew to the team. The 'Loyalists' were renamed to -- The 'Fellowship', The Fellowship now gets access to the old Rev uplink, and they can no longer recruit mindshielded persons. They don't get a head by default in their team, either. These things put them on equal ground with the Contenders which should make neither of the two absolutely eclipse the other. This serves to put the two teams on equal grounds and make for more open-ended rounds I hope, it should also fix the things that I see wrong with the mode, suggestions are welcome but reminder that I'm a fledgling coder so whatever you suggest can't be so complex or I'll likely not be able to implement it On the upcoming rounds be sure to give me your feedback, I may make tweaks and stuff but just try to be conscious of how difficult your idea is to code, because if it's too difficult it might be beyond my skill range rn. For the new faction icons, see: For the old thread that lead up to this PR, plus many of the reasons for the gameplay changes, see: here. However keep in mind that the thread is v. old and many of the complaints in 2019 aren't valid for rev in 2020.
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I'm going to have this thread locked and archived again and open a new one to be put into projects for feedback. This one is like, years old, and I need people to get concise information that can't be mistaken for outdated for good feedback.
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Alright, the PR to address this issue can be found here: https://github.com/Aurorastation/Aurora.3/pull/8772 I decided not to recolor the fire cabinet.
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Ckey/BYOND Username: Chada1, Discord Name: Chada1 also. Position Being Applied For: (coder, mapper, spriter): Spriter. Past Experiences/Knowledge: Very little before Aurora, but since then I've done a lot of work on Auroras' 'borg sprites, and their overlays, and other things like that. Examples of Past Work: The new Arachnotronic skin line, the majority of our 'borg sprite tweaks as well as the new overlay system they have (Shifting between eye colors via help/harm, I made Every Single ONE of their new overlays) See this link for an Arachnotron, this is just in the science colors and we have them for every module and they all look nice. This is an example of the other new 'borgo sprites, tho these are also p. old versions. Then I also made the new HUD icons for the new teams in the Revolution gamemode rework. See here And I'm working on fully reworking Auroras' old hud icons RN too. Additional Comments: I'm returning to Staff as a spriter mostly because it's a more hands-off thing that I can do to contribute to Aurora that doesn't involve constant changes and work like my old wiki maintainer role. I can just sprite/resprite things/code things whenever I feel the motivation to. The main thing tho is I'm still learning how to make decent sprites and it's going to be a bit of a learning process, for now I'm best at just taking existing sprites and making them nicer.
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As of now, this is merged. Try it out and post here on your thoughts ? Tho I ask you to be constructive and try to give me ideas of how to alter it more.
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Yup I figured that out and I'm in the process of trying to get a good red resprite of them out, or revert to the old sprites, could be either one.
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I could turn the fire cabinets' red instead too which might help make the clutter a little less crazy.
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Oof after seeing the alarm animation and a lot of other things I've decided not to do this. It would require like 810438567 new versions of the sprite and it's already super high quality EDIT: W8 NO I found the fire alarms. Yes I can do this and it might also help to apply the 'Above Lighting Layer' to it which would make it not blend into the lighting so much. I prefer the latter solution and I'll do that.
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By fire alarm, you mean an air alarm, correct? @UncleJo
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I can try to do this
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I still really wish we'd put a warning somewhere visible in the menu that if you vote you could be selected for Antag in the mode. Past that I don't feel v. strongly against the draft system and understand what it's for, and I agree the original posts implications are p. bad, but just dropping people in as Antag who have no clue it's even a possibility is not a good thing at all, the solution is simple: JUST A WARNING.
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I'm hoping my changes make it not play out the same exact way in every round, like the current setup currently does (The Loyalists recruit freely all across the Station, the revs can recruit few people, and then shut down the revs#3194857). This tho doesn't mean it won't have good and bad rounds, I can't fix that, but hopefully the round quality varies more than it currently does (Both higher and hopefully not much lower) but some of these problems are eliminated. 1-4: You still need a good gimmick, but the gimmick provided at round start is at minimum just. 'We're creating a group for X thing.' (<= Fellowship replaces the Loyalists) followed by the Contendors (<= Contendors replace the Revolutionaries) being like 'We're creating a group to oppose X thing', which should make gimmicks a little easier since you really only need one gimmick from the Fellowship and then the other group to oppose it to kick everything off, this also means the Contendors don't really need to agree to your gimmick, if all the narrative requires is for them to oppose it for the tension to build. 5-6: This problem won't be completely removed but the new way the teams are setup should make it a lot easier to involve more people, since both teams get 50 tc, announcements, and are reflavored to be less antagonistic sounding. I mean if someone walks up to you and says 'I'm recruiting for the revolution' are you going to join them? Yet if someone walks up to you and says 'I'm loyal to the company, aren't you?' you're more likely to say yes. That's the main problem with the teams rn ? The Revs can't recruit as easily as the loyalists and they never will be able to so long as they're literally called 'Revolutionaries', the Fellowship and Contendors should help make that less of a problem. 7-8: Command Staff and Security should both be less likely to shut down the gimmicks with these changes I think since they'll be less likely to be recruited into the opposing team (The Fellowship who replace the Loyalists), both of the teams also get a lot of TC and equipment which should make them and their underlings entirely capable of fighting back against the Station if the Station decides to try to fight them. And Security is less likely in general to steamroll the contendors in particular since both the fellows and contendor teams are non-company aligned, the replacement for the loyalists isn't 'With the company' anymore. Hope that answers your questions.
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Those key positions were only ever able to be recruited by the Loyalists and it lead to them completely stomping the revs into the ground. Now neither can recruit those positions and they both get a large amount of TC + announcements. The Captain/HoS remaining impartial in the situation actually enables the narrative more than it pulls it apart, just because once the HoS/Captain take a side, that side is at a ridiculously massive advantage since both of these roles have the most soft power all across the Station out of any other roles. So, if the Fellowship OR the Contendors recruited the Captain/HoS, you'd immediately see the opposite team p. much have to go into hiding to avoid being arrested or worse, both of these things not exactly being great for the round progression either. This is the state of the current rev team, tho, they're in constant hiding until near the end of the round because they CAN'T actually recruit in public without the Loyalists (Lead by a head, and maybe even having recruited the Captain or the HoS) arresting their entire group. Which is what this change is stopping, with this change both teams can recruit in public from the beginning of the round up until one recruits enough people/gathers enough resources to shut the other down. Contendors/Fellows will never be able to safely recruit if the HoS/Captain join the opposing team.
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The Hud Icons were changed again, this is what they are now:
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The changes as done in the PR are: The 'Revolutionaries' were renamed to The 'Contendors', The Contendors are more or less the same as the revs used to be, except they're flavored to be much less antagonistic to the Crew, now with their name title and presentation it should be a lot easier to recruit Crew to the team. The 'Loyalists' were renamed to The 'Fellowship', The Fellowship now gets access to the old Rev uplink, and they can no longer recruit mindshielded persons. They don't get a head by default in their team, either. These things put them on equal ground with the Contendors which should make neither of the two absolutely eclipse the other. This serves to put the two teams on equal grounds and make for more open-ended rounds I hope, it should also fix the things that I see wrong with the mode, suggestions are welcome but reminder that I'm a fledgling coder so whatever you suggest can't be so complex or I'll likely not be able to implement it
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Here's the PR. https://github.com/Aurorastation/Aurora.3/pull/8747 Edit: Removed the Icons, see further below for them.
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Bump. I think I've decided to take you up on your reflavor of Rev @Carver And I'll see what it takes to rename them to 'The Fellows' and 'The Contendors', which of these did you have in mind for Revolutionary/Loyalist and do you have any fresh ideas to go with them? Edit: It's also worth noting that the revs are on much more equal ground now with the loyalty implants removed and uplinks, so that stuff I won't touch. I just want to re-flavor it.
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Oof okay so the thing this was meant to try to address in a fun way (The 11 sprites we currently have in each module, which makes sprite selection a pain) is being addressed via another way (https://github.com/Aurorastation/Aurora.3/pull/8710) This radial menu makes splitting the 'borgs into three different categories like entirely unnecessary and extreme. I'll likely still add the in-built magboots and flying/etc at a later time but this implementation of it is a p. bad idea with this addition ? This can be locked and archived I guess.
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Geeves Improves Necropolis by 900% (Not Clickbait) (Gone Wrong)
Chada1 replied to geeves's topic in Off Topic Discussion
There is no color more powerful and evocative of fear than the color pink. This change will only empower necropolis characters to strike fear into Aurorastations hearts. Please reconsider. -
Oh also this could be moved to the 'Projects' section of the forum too, since I'm actually working on it, unless like. You need an active PR for that.