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06-02-24 03:15 PM
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Acmlm's Board - I3 Archive - General Gaming - Awesome Screenshots You've Taken
  
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asdf
Posts: 3627/4077
Taking a cruise downtown in a boat. Downtown is flooded.
Kailieann
Posts: 478/808


Nevermind the fact that I've freed the Dachora from its prison, check out my awesome sequence breaking!

Power Bombs before Kraid, check
Maridia Map Data (not shown) before Kraid, check
Gravity Suit without Grapple or Ice Beam, check

Gonna see if I can get the Space Jump next.
Sin Dogan
Posts: 738/861
We failed, men.

The demo came out yesterday and given my recent performance issues with source games I would think that I would have some massive slowdown and everything in Battlefield 2142. But as you can see in that shot, I have the video settings on high and the game runs smoothly. The only complaint I have in game are the weapons. Given all the wide open spaces you fight in, you would think the weapons would be a bit more accurate. Namely the default Support sniper rifle. It jerks all over the place. But it's a totally fun experience and the amount of equipment used in the demo is extremely limited compared to those that will be used in the full game.
Gywall
Posts: 155/187
My best was a pure black screenshot. That sucked. XD
asdf
Posts: 3447/4077
Hm? That's what I thought it was, but I was simply unable to get them to appear, no matter what I seemed to do with flips (causing me to think that it couldn't be what I was looking for). Perhaps I should give it another go...? It might be my emulator too - bgb is very fussy at times, especially when it comes to exceptions - that debugger just won't die. (other than that, I do like it though)
PrincessPeach
Posts: 276/381
That would be Motocross Maniacs.

asdf
Posts: 3443/4077
Originally posted by cpubasic13

What game is that? I remember that game from a loooonnnggg time ago, even playing it on my Super GameBoy, yet the name escapes me...


Super R.C. Pro AM. One of the games I've been more eager to finish - or more accurately, one of the ones I can remember the name of. I feel your pain, though. Some games I can only remember only by one or two elements of the game - for example, a Gameboy motorcycle game where you can do flips and stuff in mid-air and earn miniature versions of your bike that make you go faster. Some I can even only remember by the music or appearance of the cartridge. It's very annoying, trying to recall some of these.
cpubasic13
Posts: 850/1193
Originally posted by asdf

Yay for games from my childhood that I never actually finished. Funny too - as I never realized how stupid the AI in this game was at times. In particular, the car that just exploded was caught in a loop - it kept on spawning near the cone, turning around, turning around again after driving forth a bit, and crashing into the cone again and again and again. The other, offscreen car was equally helpless.

What game is that? I remember that game from a loooonnnggg time ago, even playing it on my Super GameBoy, yet the name escapes me...
PrincessPeach
Posts: 275/381
These are the widest turns in Loco, a speed-limit of 120 or something (200 for tilting trains).

Here is my 5-way junction, it's capable of handling up to 20 trains simultanously.
asdf
Posts: 3425/4077

Yay for games from my childhood that I never actually finished. Funny too - as I never realized how stupid the AI in this game was at times. In particular, the car that just exploded was caught in a loop - it kept on spawning near the cone, turning around, turning around again after driving forth a bit, and crashing into the cone again and again and again. The other, offscreen car was equally helpless.
Ailure
Posts: 1946/2602
Heh, while Locomotion lacks some features... openTTD can't do elevated and underground stuff well. That T junction would been a bit more tricky to do on openTTD and it's limited due how the array in openTTD works, but they're working on it. I kinda wish I could pull off stuff like in the second screenshot. Some turns looks a little bit sharp but then I dunno if the acceleration simulator is harsh as the openTTD realistic acceleration one.

Infact openTTD might wind looking similar as Locomotion in a few years, since they're going to add full 32-bit support.
Cirvania
Posts: 862/1181
In case you hadn't noticed, Ailure, the "YOU PHAIL" was added by me.

Defcon makes such good image macros
PrincessPeach
Posts: 273/381
I did those curves, and also deactivated queueing for road vehicles, it's the wait-loop.

Screen 1:
One of my main junctions in my passenger train network. Shows off my lovely DPZ.

Screen 2:
Not Possible with other products. I just like this shot.

Screen 3:
My wonderfull junction in Rüti. It allows three trains at the same time. And is flexible.
It also shows the pre-signals in Locomotion.

Screen 4:
One of the feederjunctions for screen 3, wich is also served by screen 3. All of it, except the coal trains.

Screen 5:
A cargo-junction, directs coal and iron ore trains to the correct destination, for refill.

Screen 6:
How everything comes together. This are three seperate Networks intervoven with each other.
Ailure
Posts: 1936/2602
Originally posted by Sukasa
Main entrace to the biggest station I built. That station, though, services about 5 cities and a factory a distance away. I'll try to get a better shot of the station.
Way too steep turns and that station wouldn't handle 60 trains, like one of my stations does. And it slows down trains too so a simpler layout would actually be better. Also with exit-signals it's usually better to put them closest to the junction as possible instead of putting them next to the station.

Just wanted to give some constructive critism, even if it means that I'm hijacking this thread. x3 Maybe we should offset thoose screenshots and discisson to the openTTD thread. >> XD

Also, Ice Cirvante what version of Defcon is that? Never seen that message, but US seems to be in deep shit. Then all players are CPU
Cirvania
Posts: 859/1181


Hehe
Sukasa
Posts: 1813/2068
Main entrace to the biggest station I built. That station, though, services about 5 cities and a factory a distance away. I'll try to get a better shot of the station.
Ailure
Posts: 1922/2602
I also wonder why your friend made all thoose... curves. If the lorries starts creating such huge waiting lines, you have too many of them too. >>

Also they're were making drive-through bus stations for realism. Though it really looks good. Some curves are a bit tight, but then the space is cramped. And there's no 90 degress curves, which slows down trains to 30 km/h or something.

Noticed that you also went over to mono-rail there, though some people skip it and just go over to maglev directly if they're been playing with railways. But then you might have started in 2000.

I really need to fix this bottleneck...

Building alot of coal mines, and exploitng lorry stations as catchment points...

From the multiplayer game I played recently... went a bit crazy with oil there. D:

One of the biggest stations in the same game. I like my streamlined layout...

The other huge station... who tends to clog up at times.
PrincessPeach
Posts: 270/381
A little Multiplayer endavour. I did the trains, and my friend made some trucks.

It's highly inneficient.. I modified it in the meantime.

Yeah, Drive-Thru Depots would be great!

*PrincessPeach is searching the openTTD thread...
Ailure
Posts: 1917/2602
Originally posted by PrincessPeach
Way! Thank you Ailure.

It has some nifty details Locomotion lacks.. (like Depots and pre-signals and stuff)
Some people find the depot thing a bit annoying, although persoanlly I think someone just need to make some sort of drive through depot... or rather depots that have entrance at one side, and exit on other. :/

Also, I'm a bit addicted to pre-signals. I tend to prefer compact designs though, such as This one. compact but still huge enough to not slow down the trains.

Here's how my average ro-ro station with pre-signals tend to look like. Very compact but it dosen't slow down the train much. I could improve it slightly by making that curve a bit longer. Extreme curves slows down fast trains in this game.

One of my more effecient stations, it used to be a bottleneck but after I redesigned it to this design, it works so much better.

Also I might be running multiplayer games in openTTD as soon I hear about some intrest from various people... just tell me in the openTTD thread and I start the current Acmlm multiplayer game I have running. :/
Sonicandfails
Posts: 642/917
I will let you know. I did not do this. But I was there when it happened!
God it was funny.
(Also note, I do not have that chara anymore, I use an Undead Warlock)
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Acmlm's Board - I3 Archive - General Gaming - Awesome Screenshots You've Taken


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