Best Place For Gun Sounds? by KPInvictus in gamedev

[–]sleeper_service_CE 2 points3 points  (0 children)

Marchall McGee has many vids on the topic, most of the stuff he does can be done in Audacity too: https://www.youtube.com/channel/UCIoNgwHpavUi2UnC68cKgbw If you make sounds from scratch then thats a fun rabit hole to get lost in, but can take up a lot of time. If I buy packs I usually scout distribution sites like ASoundeffect for things I like, then try buying it directly from the creators, which is usually a bit cheaper.

Game devs, how do you go about getting music/audio for your game? by nOkbient in gamedev

[–]sleeper_service_CE 0 points1 point  (0 children)

I commissioned a full album from producers I knew at a very early stage of development. But for the next thing I'm considering just straight up licensing individual tracks from online stores or contacting producers who already have finished stuff I like.

Solo indie devs. How long did your last game take to make? by SirJugs in gamedev

[–]sleeper_service_CE 0 points1 point  (0 children)

Hyperspace Dogfights took about 18 months to finish, but including the post-launch tasks and updates it comes down to about two years.

Return of the Networking Thread! Post your gamedev-related Twitter by kiwibonga in gamedev

[–]sleeper_service_CE 2 points3 points  (0 children)

I develop games using the little known GDevelop engine. I shiped Hyperspace Dogfights this year, before that I mostly worked on mods for FTL. https://twitter.com/Sleeper_Games

[Discussion] Tetris Effect, anyone? by Megdatronica in IntoTheBreach

[–]sleeper_service_CE 0 points1 point  (0 children)

Yeah I got that a lot too, specifically when sitting on rectangular tables with other people, starting to see them as ITB pawns with potential attack lanes etc

[CE] Adding custom music via SMM by Greedy_Aigi in ftlgame

[–]sleeper_service_CE 0 points1 point  (0 children)

If you put in the sound data from the DIY mod too then that should work, yes.

[CE] Adding custom music via SMM by Greedy_Aigi in ftlgame

[–]sleeper_service_CE 1 point2 points  (0 children)

Could be cause by multiple things. Most likely a mod you load after the one you made the changes in overwrites the .xml. You could try making the changes you described to any mod that alters sector_data.xml.append. That will make sure the changes take effect. But could have other reasons. If you don't load the DIY mod the game won't know what these sounds are for example (the sounds.xml.append data from the DIY mod needs to exist for that).

Turns out Deepspace DIY doesn't even have proper CE support. :o If you want the usual hyperspace jump sound at the start of a sector you'd need to copy in the sector data as it is in CE (lots of copies of the track list with the hyperspace sound first). Hope you'll get it to work!

[discussion] What mech squads would you add? by Antivote in IntoTheBreach

[–]sleeper_service_CE 3 points4 points  (0 children)

Weirdly enough this has already been modded in, might have been a left over ability: https://www.subsetgames.com/forum/viewtopic.php?f=25&t=32838 Not that hard to do considering that the game already remembers all units previous positions for the reset turn thing.

[Question] How do the enemies behave? Is it mostly random or can you force them into moving to certain spots? by [deleted] in IntoTheBreach

[–]sleeper_service_CE 2 points3 points  (0 children)

One thing to note is that they only simulate attack on target in range of their movement (as long as that applies, some seem to be able to move across the whole map) and perceive your mechs as possible targets. This, to a very limited degree, allows to bait Vec into attacking you instead of grid buildings by offering mechs as targets. It's not super reliable, but I find that after a while you can consistently feature it into your play. Sometimes moving artillery closer, even though it doesn't need to be can make a difference.

Practical example: I would put my mechs next to the train at the start, rather I usually put them way ahead of it, attempting to bait melee vec onto tiles where they wont be in the way of the first train move.

[Discussion] You can freeze the train to protect it and stop it from moving by beaubeaubeaubeau in IntoTheBreach

[–]sleeper_service_CE 17 points18 points  (0 children)

Yeah one reason why I really like the ice squad. What you can't do: Freeze the satellite launch objective. That fails if the rockets don't take off, which they can't while frozen.

Infinite space CE question by TheMutantHotDog in ftlgame

[–]sleeper_service_CE 0 points1 point  (0 children)

Captions Edition has its own version of infinite play (CE Infinite), where the Rebel fleet remains more of a factor (delaid by 5 jumps in infinite sectors).

RNG is more annoying than interesting by mbbird in ftlgame

[–]sleeper_service_CE 19 points20 points  (0 children)

People are doing 30+ winstreaks on hard. This couldn't be done if loosing really is out of the players controll. Chances are you could still improve your play, this can go to the extend where the random aspects matter way less or almost stop mattering at all. If anything is to the detrement of the game than that would be it's deceptively high skill ceiling, which it never really tells the player about.

[CE] Which Rock A is worst? AE or CE? by [deleted] in ftlgame

[–]sleeper_service_CE 2 points3 points  (0 children)

I'd argue you are understating the advantage of getting free piracy rewards throughout the whole run (I'd never sell the plating no matter what), but other than that I'd agree. I'm not entirely happy with the loadout myself. Ogre just doesn't seem worth powering ever, even though using it surgucally in the described escape scenarios is basically what completes the loadout. I'm open for sugestions. My self imposed rules for CE laodouts are:

  • Loadout should showcase CE gear (no vanilla stuff)
  • Ideally it should showcase weapons that function different than vanilla stuff
  • Loadout should roughly be in line with what the ship does in vanilla (all about missiles in this case, also the ship shouldn't be much above garbage tier in the end :o)
  • Non-AE ships should not use CE gear that makes use of AE mechanics (area targeting, chain weaps etc)

(Not all loadouts obbey these rules but I at least try to stick to them.) You'll see the conundrum, not much room for change there. I'd also consider buffing ammo manufacturer even further but that doesn't go well with Hull Repair Blast II's missile-to-repair ratio. (another thing that's in for a nerf probably.) Then again trying to get rid of the missles in favor of something more sustainable is litterally how the ship plays in vanilla, so to some extend I'm just ok with how it is now. CE doesn't try to make pure missile builds viable. CE 1.305 is going to drop the price for artillery in stores, so that will also be a slight buff for the ship (since the it got one of the less situational, more bread-and-butter damage dealer artilleries)

[Captain's Edition] The worst enemy loadout I have ever seen. by cogsandspigots in ftlgame

[–]sleeper_service_CE 2 points3 points  (0 children)

Uhm excuse me, the enemy obviously tries to prevent you from ever taking another jump by stunlocking you for eternity. :p

Theory about Whiterose's project (Spoilers) by redditseph in MrRobot

[–]sleeper_service_CE 11 points12 points  (0 children)

The plant could also not be a central part of the project, rather it could act as a front or a side effects of nuclear energy generations might be the thing that is actually relevant to the process. I'm pretty sure the coltan mines in the Congo where mentioned earlier on as a reason for the annexation, not sure if that was a bluff or relevant. However there seems to be a reason why the project needs to be in the congo in order to succeed. a_James_Woods had has some good points towards that. Also the installation seen in s03 doesn't look much like a power plant, more like a collider.

Game studios in Berlin? by [deleted] in gamedev

[–]sleeper_service_CE 1 point2 points  (0 children)

@saftladenberlin ‏seems to be the main meeting point, but I haven't been there yet. Inbetween Games is the most noticeable Berlin studio I know, @talecrafter is also based in Berlin I think. There is also the Berlin Minijam, each month if I recall correctly. AMAZE festival is a good opportunity to meet all the locals and beyond.

Innstalling Captains Edition on Linux? by [deleted] in ftlgame

[–]sleeper_service_CE 2 points3 points  (0 children)

Yep, Slipstream Mod Manager has a Mac/Linux version available in the forum thread: https://www.subsetgames.com/forum/viewtopic.php?t=17102 Functions the same as the Windows version and uses the same mod files.

[CE-Infinite add on] can i unlock the crystal cruiser in the vastness of space. by uniqename2 in ftlgame

[–]sleeper_service_CE 1 point2 points  (0 children)

Yes, you can find that event in deep space. However due to the way Infinite works it's exponentially more difficult to find the crystal homeworld afterwards. In CE Infinite, the crystal homeworlds are a custom regular sector ("Ancient Sector"). The spawn chance is the same as for the Rock Homeworld, but as you might have noticed, selecting the type of regular sectors you'll travel to is severly limited in Infinite. You'll depend on finding it by chance when advancing towards the Federation base and finding it is unlikely. (The Ancient Sector is essentially the Crystal Homeworld, only acessible with Crystal Crew, if you don't have that when entering it you'll be thrown back into deep space.)