To wrap up 2015 for the Realm, here's the yearly Chione update. Sadly it's yet again something pretty minor, and I won't blame you if you're getting annoyed at all these minor updates. However, you'll probably be happy to hear that this is the last infrastructure update. The next update, whenever it may be, will likely be much more substantial.
But for now, here's Chione V1.2 (it's occured to me that this should probably be version 0.X because the metaroom's technically unfinished, but meh). The biggest change this time around is the addition of doors to replace some of the Pillars of Teleportation. In accordance with my recent findings on CA links, this should make it easier for creatures to navigate around the room. I've also rearranged the remaining Pillars so that they're solely used in the caverns.
What's in store for the Realm in 2016? I'll make an update about that sometime in the future, but for now I'm feeling pretty burned out on Creatures and want to focus on other things.
Until the next one, folks. I'll see you in 2016!
Showing posts with label chione. Show all posts
Showing posts with label chione. Show all posts
Thursday, December 31, 2015
Tuesday, December 30, 2014
Chione Update
For the third year in a row I have a Chione update ready for release. It's looking like it's going to be some kind of odd tradition that'll end awkwardly once Chione's more or less completely finished.
Sadly, there's still no life in this room. Instead, I've changed how the transportation pillars work. Originally, they became invisible after a creature used one to prevent them from speeding past their intended destination. After testing with the similarly coded elevines, however, I found that this method could lead to increased chances of Eat Elevator syndrome should the creature not find what it's looking for at its destination.
The new lifts instead flash their buttons for a short time before transporting the creature. It still works to make sure the creature actually stays on the level it intended to reach, but by keeping the elevator visible it helps reduce instances of EES.
This new update can be downloaded from the Metarooms section of my C3/DS Downloads, or you could save yourself some clicking and just get it here.
Until the next one, folks. I'll see you in 2015.
Tuesday, January 14, 2014
Chione Update Update
My memory is really horrible.
As it turns out, in updating the mapping of Chione, I completely forgot that the Map Editor file I was using hadn't updated the room types from Liam's original mapping. That is to say, while the ice over the lake is now Air and the flat area before the entry cave is now Drained Soil, the tunnel through the lake went back to being Outdoor Concrete (when it should have been Indoor Corridor) and the random Air spot at the bottom of the lake came back.
Long story short, I've updated the room to remove the unintentional reversions. It should be available from the same link as before, but you can also pick it up here.
As it turns out, in updating the mapping of Chione, I completely forgot that the Map Editor file I was using hadn't updated the room types from Liam's original mapping. That is to say, while the ice over the lake is now Air and the flat area before the entry cave is now Drained Soil, the tunnel through the lake went back to being Outdoor Concrete (when it should have been Indoor Corridor) and the random Air spot at the bottom of the lake came back.
Long story short, I've updated the room to remove the unintentional reversions. It should be available from the same link as before, but you can also pick it up here.
Tuesday, December 31, 2013
Happy New *Arg*!
The holiday period has finally reached its end (more or less). I hope you all enjoyed spending time with your families, opening presents, eating delicious food, and whatnot. I know I did, anyway.
To wrap up the holidays and 2013, how about I release a couple things?
Inspired by (among other things) Clohse's Sea Monkey Marina and Angelneko's Little SeaMonsters, Reef Gliders are amphibious norns who gain the ability to swim at adolescence (as well as a slightly carnivorous diet). They're not overly complicated, but I'm pretty happy with them.
Next up is a fairly big update:
What? The Deep Abyss again? Yes, but this time with more stuff - this release comes with the plants, finally giving your deep-water-dwelling creatures something to munch on. Make sure to read the readme before installing this version, however - there's important information for those updating from V1 in there.
That's all for big releases, but I also have two smaller updates for you.
First off is a Chione update. I've updated the mapping a bit - the ice over the lake is now "air" instead of "drained soil" (meaning plants can no longer grow there), and the space right before the surface cave (where the door is) is now "drained soil" instead of "air." Nothing particularly noteworthy, but it does set the stage for future updates (when the ecology starts coming in at last).
The final thing on the list is an update to my swimming agent. It should help your creatures swim better with less incidences of them being unable to reach objects. Just in time for the release of the Reef Gliders, huh?
Finally, here's an update about the blog. I know I haven't been updating it recently despite the fact that I am still playing Creatures right now (and making stuff for it, to boot). The fact of the matter is that I simply haven't had much to say lately. That being said, I might decide to document the grendel wolfling run I've been doing here (for something a little more informative than my bibbles over at CCaves) or maybe even a reboot of Tevaela, since I do still have quite a lot of time off before I have to go back to college.
For now, just enjoy the releases! I'll see you all in 2014.
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Friday, December 21, 2012
Merry Christmas and a Happy New Doomsday
Right, this place has gone unupdated for a little too long, I daresay. My absence wasn't so much due to a hiatus or anything - it was because I was planning on releasing Chione for my new 50th post. However, I promised to release it only after Survivor filled up, and that's taking a freakishly long time.... Hence, lack of updates.
Where did the Oasis review go? Well, I deleted it mostly for the sake of my own sanity. It was a rant moreso than anything worth leaving up; just my disappointment at finding out how useless the room was for keeping creatures in. It sure as heck wasn't worthy of being the milestone 50th post. I'll post a far more fair review of the room at a later date.
Second thing: It's been a long while since the CCSF 2012, and I've just been plain lazy with putting my stuff up on my own website. So I'm going to take care of that now.
Second thing: the redone Aquatic Terrarium plants for the Garden Box. For the CCSF they were all in one .zip file, but here I'm packaging them separately. The sponges have had some bugfixes since the last release, but they're otherwise the same as last time. The Gumin Grass behaves somewhat differently from its original counterpart; it throws out fully formed seeds as opposed to growing them first, and will throw out fully developed sproutlings instead of seeds should the population get low. The seeds also go dormant if creatures outnumber the plants and seeds. These ones have been updated slightly since their release at the CCSF; they no longer throw out their seeds so quickly and the seeds themselves stick closer to the bottom.
Where did the Oasis review go? Well, I deleted it mostly for the sake of my own sanity. It was a rant moreso than anything worth leaving up; just my disappointment at finding out how useless the room was for keeping creatures in. It sure as heck wasn't worthy of being the milestone 50th post. I'll post a far more fair review of the room at a later date.
Second thing: It's been a long while since the CCSF 2012, and I've just been plain lazy with putting my stuff up on my own website. So I'm going to take care of that now.
My main contribution to this year's CCSF was this redone version of Jennie's Aquanornia. It's a lot emptier than the original, but that's because I took most of the C3 stuff out of it. It's now more or less an aquatic Biodome, and you can set it up how you please for your aquatic creatures' comforts.
Second thing: the redone Aquatic Terrarium plants for the Garden Box. For the CCSF they were all in one .zip file, but here I'm packaging them separately. The sponges have had some bugfixes since the last release, but they're otherwise the same as last time. The Gumin Grass behaves somewhat differently from its original counterpart; it throws out fully formed seeds as opposed to growing them first, and will throw out fully developed sproutlings instead of seeds should the population get low. The seeds also go dormant if creatures outnumber the plants and seeds. These ones have been updated slightly since their release at the CCSF; they no longer throw out their seeds so quickly and the seeds themselves stick closer to the bottom.
And now, we move on to the completely new stuff. As you might now, today was the widely predicted date of the end of the world. Predictably, jack squat happened. So, in celebration of the world's continued existence and the upcoming holidays, here is a crapton of releases!
I know I said I wasn't going to release Chione V1.1 until Survivor started. That's taking forever, and my patience is wearing thin. So instead, I'm releasing it as an early Christmas gift for the CC.
It's still empty of native flora and fauna, but now the room has teleporters and elevators, plus a weather system and some mapping fixes (no more stuck baby creatures!). I also moved it so that it no longer conflicts with the Biodome (though it might still overlap some other metarooms; I didn't bother to check to see if there was any in its new location).
Next up: a new genetic breed! These guys aren't the same breed I was going to release for the CCSF, but they're pretty similar in concept to that breed. You can consider them a belated addition to my CCSF releases.
The Aqua Grendels are pretty much generic amphibious grendels - they're amphibious, have a diet skewed towards critters and bugs, and heavily resistant to coldness. They're more placid than normal grendels, but that doesn't mean they're entirely norn friendly - they're still likely to attack your norns, only they'll do it out of crowdedness instead of anger.
Baby Aqua Grendels go for bugs by instinct - they won't start going for critters until adolescence. However, there aren't that many (edible) aquatic bugs to go around. With permission from Moe, I decided to change that....
These here are Shrimpton - the cute little water bugs that normally swim around in the waters of the Oasis. Since the originals weren't really receptive to creatures, I gave them some new code. They still behave similarly to the originals, but they're now classified as "bug" instead of "critter", and your creatures can play with and eat them. Make sure you have some plants lying around, though - they need them to lay their eggs.
Thanks to Moe for letting me rip the Shrimpton from the Oasis, and thanks to Ghosthande for making the Vendor sprite (as part of the Biodome Pack - there's some interesting stuff in bd-launchers.c16...).
This next release still ties into the Aqua Grendels, though it isn't as necessary for their comfort.
This update to the Aquatic Terrarium lowers the floor above the right entrance to the fish nursery, preventing baby creatures from getting stuck there and making the right tank navigable for non-swimming creatures. If you want a place for your non-swimmers to roam, but lack the space for a new metaroom, then this update might be for you.
Finally, I release a pack containing a look into the past....
This here is a large pack of C2 and C3/DS genetic breeds that I completed and zipped up, but for whatever reason didn't see fit to release before now. Most of it's pretty old, but don't that let that discourage you. Take a look; maybe there's a breed that tickles your fancy in there.
Yeah, a lot of stuff here. Hopefully, this will satisfy everyone's desires for a Christmas release (the Sea Garden, again, is nowhere close to being done and probably won't get released until sometime next year). Happy Holidays from Grendel Man, y'all!
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