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Messages - testjones

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Graphics / Re: random item/room ideas
« on: April 14, 2011, 02:47:44 PM »
It's just that designing all these sprites is great but currently, a much, much better use of time would be trying to modify the current game sprites!

That's exactly what I've been doing.

Research Department / Re: Receptionist needs to take a break!
« on: April 14, 2011, 07:56:44 AM »
That is sadly not possible at the moment as there are no animations for it in the original game. (opening doors, sitting down etc)

It may happen if someone volunteers to do the animations, but I suspect that is in the distant future.

the receptionist appears to be a slightly modified nurse (in fact - the only difference is the head, which can be copy pasted, and the arms/belt, which are slightly different; the reception's body seems to be simply slightly recoloredd). thereby it shouldn't be too too difficult to make the receptionist do this, maybe only five or six hours of work max, BUT there is no way to get the anims in game.

Graphics / Re: random item/room ideas
« on: April 13, 2011, 11:13:40 PM »
Yes, ideally the auto-surgery would involve a more complicated animation procedure. I really think you'd have to model it in blender, but that wouldn't necessarily have to be a big problem - the graphics style is relatively simple. I think it should, like the scanner, have a few different modes of operation. One should be 'procedure failed' and possibly involve a flashing ERROR ERROR on the console as the machine repeatedly stabs the patient or something then like in the intro, the patient gets flushed down a hole never to be seen again. Auto-surgery failure might have a reputation hit similar to Auto-Autopsy : "Your auto-surgery unit has been discovered by the general public and your reputation has suffered accordingly."

I think that bins should have to be emptied by handymen, but I also really dislike the current bin (it is obviously a 3D object that a screenshot was taken of rather than sprited from scratch like most of the other objects). They should fill over time according to the rate of patient traffic in your hospital. Maybe there could be a trash compactor machine in the handyman's office which needs to be periodically operated (it would be simple to modify one of the handyman repair animations to make him use a control board maybe?).

Graphics / Re: different doctors
« on: April 13, 2011, 09:51:06 PM »
this is just a screenshot, at current there is no way to implement these i think. the hardest would probably be the yellow doctors (are they supposed to be british stereotypes of pakistanis?? it's kinda racist in a fairly nonoffensive way) since you'd have to recolor their hands.

Graphics / Re: Graphics
« on: April 13, 2011, 09:49:50 PM »
OpenTTD is a much much simpler game to remake graphics-wise and it has more widespread appeal than CorsixTH (no offense- it's just a more well known franchise), so replacing the graphics piecemeal is a valid strategy there. Theme Hospital is a much much more complicated game in terms of animations, etc., which means that it's a better plan to mod the existing game than start from scratch. Complete graphics replacement is a good long-term plan but not feasible until the community is much much larger.

The game is essentially abandonware, so I think the chances of getting a letter are pretty low. When is the last chance that a modder has gotten a lawsuit launched against them for a reskin? I think the legal hurdle of reconstructing the game code has been passed and that was far more likely to be actionable.

If anything, simply distribute the graphics packs separately, not through the Corsix website.

I am actually a pretty big fan of the 'slowly replace old graphics with new graphics' approach, since I feel like no one is particularly going to miss the old graphics anyhow once we have better stuff coming in.

One good idea would be to try to at some point (I am not a good from-scratch pixel artist, so I probably could not do this) create a template from the normal male and female patients, then the doctors/handymen/nurses etc, which would then allow an artist to draw more clothing styles over it.

Graphics / Re: Graphics
« on: April 12, 2011, 07:59:07 PM »
the problem is really one of the scale of the graphics involved. i really don't think anyone's going to get in legal trouble for modifying the old sprites - and asking someone to recreate everything from scratch is a mammoth task which would probably involve years of working many hours a week (it's a huge game); you'll never get off the ground. if anything, modifying the old graphics and then building from there seems a more productive approach.

Research Department / Re: Disease suggestions
« on: April 11, 2011, 07:12:33 PM »
Name: Antibiotic-Resistant Cyborgitis

Cause : Rummaging through discount appliance bins.

Symptoms : Strange mechanical lesions mysteriously immune to all antibiotics.

Treatment : A qualified researcher can reconfigure the decontamination shower to deliver a quick EMP, killing off the cyborg parts.

Name: Pullgroin

Cause : Sexual overconfidence.

Symptoms : Consistent pain during and following arousal.

Treatment : Intensive surgery is required to reconstruct the patient's naughty bits and ego.

Name: Brittle Syndrome

Cause: Roller skating near mine shafts.

Symptoms: When moving patient snaps, crackles, and pops.

Cure: A pair of qualified surgeons must replace all of the patient's bones.

Name: Regurgitating Gut Disorder

Cause: Homemade sashimi.

Symptoms: What goes down must come up.

Cure: A pharmacist must administer a laxative solution to purge the body of offending toxins.

Name: Manic Thyroid Disease

Cause: Exposure to gaseous environmental amphetamines.

Symptoms: Patient rapidly alternates between being 'amped' and 'crashing'. (patient moves twice as fast, then half as fast, occasionally collapses)

Cure: Patient must be given a fast-acting metabolic stabilizer, followed by a long nap.

Name: Persistent Flashbacks

Cause: Unexpected re-exposure to psychedelic rock.

Symptoms: Patient undergoes periodic hallucinatory psychosis. (maybe occasionally the patient pauses and pupils dilate dramatically)

Cure: A registered psychiatrist is the only one capable of talking the patient down.

Graphics / Re: random item/room ideas
« on: April 11, 2011, 06:30:57 PM »
A cafe would be an excellent addition to the hospital, I think. It might have to be staffed by handymen? Making their famous... well... what do cockneys eat?

It could work similarly to the drinks machine, but slow up the hospital. I think it could probably use the bench or GP office chair animations. It would be relatively simple to remove the chair arms, put four of them around a table, and transplant the bench sitting animations onto the table, maybe? There could be a lunch counter that they walk up to like a reception desk then sit down, wouldn't need eating animations.

other idea : how about an Antibacterial Shower for a clinic? it could be used for lots of conditions. it might need to be operated by a researcher to make them more useful. simple room : screen, some type of console, sink, and a chemical shower in a decontamination chamber. could cure lots of bacterial/viral diseases and the doctor could wear scrubs.

if anyone knows what angles the theme hospital tiles use, it would make it much easier to create new graphics. i suspect many of them were made with wide-fill tools etc. It would be a huge project, but sometime in the future would it be possible to upgrade many of the existing tiles to higher color depth?

Graphics / Re: random item/room ideas
« on: April 11, 2011, 02:34:16 PM »
Both this and new looks for doctors would be really great. The only thing we don't have is a system (and specification for what formats) to add new graphics. You seem to be very good in pixel art, so maybe you'd like to (re)start the replace graphics project? If we get a new public wiki up progress could be added there. Once there are a few new sprites I'm sure adding the implementation for it would get a higher priority.

I can help, but it would be a slow/sporadic process to some extent because I am graduating soon and have a lot of projects to get out of the way before I fulfill all requirements - but I can help with this definitely. I'm also not super great at from-scratch stuff, but I can get started on a lot of things, I think.

Graphics / random item/room ideas
« on: April 11, 2011, 05:27:08 AM »
trying to think of things that don't require much animation-

biomedical waste disposal - required in Gen Diagnosis, Research Room, Operating Theatre, Ward, Pharmacy, Inflation, Slack Tongue, Electrolysis. replaces the bin in these rooms. is simply a single-square binlike object with a biohazard sign on the side. maybe handyman needs to clean it occasionally?

pin-up board - one square. acts like plant in GP office.

calendar - staff room, GP's office, acts like plant.

boiler room / janitor's closet - objects: tool bench, boiler, control panel, maybe a calendar? requires generic maintenance and enables radiators. it should have a ratty-looking couch that handymen occasionally sit on for no reason at all instead of doing work and is mandatory to place.

chalkboard - training room. could use part of the teaching animation with the projector or none at all. increases rate of learning new qualifications, not training time.

scheduling chart - one per staff room. increases rate of stamina regeneration slightly?

HDTV - upgraded version of staff room TV that increases whatever effect the TV has.

drug rack - pharmacy. no animations but should be necessary placement

auto-surgery : could be a modified auto autopsy machine.. requires a consultant surgeon to operate via console, but frees up valuable staff. the surgeon also does not need to wash hands or change into scrubs.


does anyone else think gen diagnosis should be made a high priority diag room? i don't think i've ever been to a hospital where a preliminary wasn't part of the treatment process.

other idea : require research qualification for a doctor to operate Clinics? or maybe a new qualification called Specialist which enables Clinic staffing, with the exception of the Fracture Clinic.

Graphics / Re: different doctors
« on: April 11, 2011, 04:58:06 AM »
that's a lot more difficult. now i'm not sure, but i think that the heads are rendered differently from the body, so it's simpler to change.

even if it doesn't work that way, then it's still a lot more work to redo every body animation for a given class of employee with new clothes or clothes.

Research Department / Re: Disease suggestions
« on: April 11, 2011, 01:29:55 AM »
Name: Continual Texting Syndrome

Cause: Handheld devices with tiny keyboards.

Symptoms: Chronically arthritic thumbs.

Cure: Patient must be administered an anxiety-inducing medication to cease desire to text.

Name: Inexplicable Chest Pain

Cause: Unexpected bad news.

Symptoms: Severe interior discomfort; mysterious irregular thumping noise.

Cure: A pair of qualified surgeons must cut out the offending organ and replace it with a functioning bovine one.

Name: Blackulitis

Cause: Midnight walks in inner-city neighborhoods.

Symptoms: Unquenchable thirst for blood, fear of daylight, oversized jewelry, saying 'honky'.

Cure: Two surgeons must delicately stake the Blackula to death while reciting Bible passages in the voice of Samuel L. Jackson.

Name: Unidentified Foreign Obstruction

Cause: Curiosity.

Symptoms: Stilted walk; inability to sit down.

Cure: Candles, soothing words, Barry White and gentle surgical yanking.

Name: Mourning After Bill

Cause: Bottle service.

Symptoms: Headache; mysterious bruises; empty bank account.

Cure: A trained psychiatrist must administer emergency financial counseling.

Name: Kiss of Death

Cause: Snitching.

Symptoms: Constant twitching, frequent name-changes, and moving often.

Cure: A qualified psychiatrist must convince the patient he has absolutely nothing to worry about. Nothing at all.

Name: Arachnophobia

Cause: Shaking heavy foliage while staring upwards.

Symptoms: Patient is suffering an allergic reaction from thousands of painful bites.

Cure: A psychiatrist must convince the patient to move on with their life.

Name: Re-current Voltage

Cause: Electrical work during lightning storms.

Symptoms: Patient immediately grounded.

Cure: Hooking the patient up to a series of high-voltage capacitors will remove the excess voltage and lower our power bills.

Name: Handymenstruation

Cause: Repressed childhood desires.

Symptoms: Patient has quit their high-paying executive position to apply for a maintenance job at the hospital. (Patient dresses like handyman, uses most handyman animations; may occasionally attempt to sweep floors making them messier, kill plants through improper watering, or damage machines?)

Cure: After a mock hiring interview, one of our psychiatrists must give a comprehensive breakdown of our benefits package, convincing the patient of their huge mistake.

Graphics / different doctors
« on: April 11, 2011, 12:11:40 AM »
there only seems to be a few different frames of direction for doctors' heads. as far as i can tell, they do 4 frames of direction, a 4-frame diagonal looking-at-desk-computer motion, and they move their heads while shooing in a patient into the inflator or checking temperature. they also have crazy heads but that's not even implemented yet but should be pretty easy. either way - that's not a lot of things you have to do to replace the doctors' heads, sprite-wise.

i was bored so i tried it out : most of these took ten minutes or under to do. some aren't great, but some i think work.

could things like these be introduced as new variations? of course, the doctor portraits won't match up anymore, but i think doctor variety would be cool.

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