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It's been three years since the three-years-of-funding Kickstarter campaign for Lancer Tactics completed. Time for a (non-judgemental, just transparent) report card! Did we do everything we said we would?
As a Kickstarter backer, your itch.io download key can be found in your Backerkit digital rewards. This month's changelog is here.Note befor
Hey. Hello. Your mechs are absolutely buck wild. They most interesting designs I've seen in years. Incredible and upsetting work. These are short horror novels in the form of statblocks; flavor and mechanics intertwined to instill parallel senses of unsettled dread. They are astonishing in their willingness to shatter convention (a parasite system that installs itself! Two LL3 NHPs! Two CP options! That Limited -1 gun you put Thafeth! Only scratching the surface.) yet hold together to orbit around thematic and plausibly balanced points. I cannot tell if these mechs are meant to be played or are grotesque art pieces. Half a decade after its release, you are proving there are depths still unexplored in Lancer's design space.
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All IPS-N mechs done and dusted. Only Harrison Armory's Iskander, Saladin, and Napoleon remain for PC mechs, implementation-wise... we're getting there, y'all.
This month’s update is somewhat truncated since I’ll be at PAX + associated meetups for the rest of this week. We’ve got the rest of the IPS
Lancer Tactics v0.3.3 is live — we've finished off implementation for all SSC and HORUS mechs. Almost there!
What’s up, Youtube? It’s ya girl Olive with another Lancer Tactics content update. This month, we’ve finished implementation of all SSC & HO
Also ft. a second blog post that I broke off of the update bc it ended up being longer and more technical than I expected. Titled BRING YOUR BALOR TO WORK DAY; my lab notes as I implement the Balor frame traits.
Spotter III triggers, allows Deaths Head to make a quick action.
DH puppet systems the archer, consuming the lock.
Archer moves, proccing Overwatch from the Everest but NOT the DH because it now spends its reaction at the right time (when the puppet system confirms).
Everest overwatches.
Goblin's Autopod triggers from the DH having consumed the lock.
Autopod+walking armory knockback.
Getting all this working in the correct order and spending action points at the right times was very tricky; we can't spend the Spotter 3 quick + rxn until we've confirmed the target of whatever the resulting action was — they might cancel & pick something else. I'm proud of this one working as cleanly as it does.
hi, I saw a post you made about your character creator menu a while back and I thought it was really neat how you had adjusted the standard picrew-style menu to give better previews. I want to build something similar (just as a picrew, not as part of something bigger), and I've got a basic idea of how I'd code it, but figured I'd ask, did you follow a tutorial at all to help code yours? and/or would you be willing to share some of your backend for it?
I'm very curious if my idea of how to achieve the same result is roughly the same backend as you've got, or something wildly different!
Sure! Here's the architecture diagram:
I know the diagram is probably not useful on its own... we were a little cute and call an entire portrait a "sandwich" which is made of of different "slices" (the eye slice, the outer_clothes slice). It follows the 3-layer system that I describe in this talk. The basic idea is something I call "the cycle between heaven and earth":
The lowest layer is all the nodes in Godot's scene tree. They're basically a browser DOM that don't store any data we want to keep; they're mortal and ephemeral. E.g. buttons, stuff drawn on the screen.
The middle "cores" layer are resources with almost no functionality; they're just data repositories meant to be serialized/deserialized.
The top layer has no state and its resources represents game content: collections of possible noses, hats, etc.
When data changes, I have "rerender" functions on most of my nodes that can be called to update themselves to whatever the current data is (rather than updating themselves piecemeal as specific things change). Similar to how React does it, if you're familiar.
To get that preview effect where everything is the same besides one thing, on every change I rerender all the buttons in that category with a copy of the current "main" core and then replace the one slice that particular button changes.
The cores serialize to JSON, and I store the slices as "slice_type: chosen_slice", the keys of which match up to the resources I defined in the top layer.
To define all the assets, we set up a file parser that goes through and automatically collects & sorts image files into different categories and with their front/back and big/small variations by file name:
I use this organization for both the portrait maker and the main game, so it's not specialized for doing picrews... I hope this is useful to you! Happy to answer any other questions you have about it.
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Lancer Tactics, by Olive Perry, is an unofficial still in development mech tactic video game conversion of Lancer TTRPG by Massif Press, a simulationist game designed to let one play out Lancer against computer controlled opponents.
or: how I learned to stop worrying and lose the sitrep
Meditate on the Napoleon. Approach it from all angles; theorycraft; you will not find purchase. Know this: all Napoleon builds would be better on a different frame. It is a smooth black river rock that defeats all attempts to play optimally.
"There's lots of bad meme-y builds in Lancer!", you say, "try making a melee Sherman!" — but no — attempt to do so, and you'll find synergies — you'll get something workable — you'll come to a satisfaction, and in that moment cease to play Lancer. One who dedicates themself to contemplating the Napoleon will play Lancer forever.
Fear not the Lancer who has spent a thousand years making ten thousand builds. Fear the Lancer who has spent a thousand years failing to make a single Napoleon.
PNG export for making VTT battlemaps will be coming in the next Lancer Tactics update! I'm still not happy with the elevation overlay, but it was satisfying to put in a relatively small amount of work to enable an exciting new use for the game.
The first fully public early access build for Lancer Tactics is live! We got 2 mechs per manufacturer, 2 sitreps, a handful of NPCs, and a tutorial. I'm still tweaking the new itch page, but you can get it here:
A mecha tactics game adapted from the Lancer TTRPG.
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I started (somewhat dangerously) using a persistent 5x5 world for my automated tests instead of tearing it down and creating a new one for each test. This has literally halved the time it takes to run the whole suite and has the added bonus of making the run infinitely more fun to watch.
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