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Black Liquid Dev
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ShockPuppet last won the day on March 8

ShockPuppet had the most liked content!

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About ShockPuppet

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  • Birthday 10/22/1981
  1. Hello my name is Jubei77. Sorry my way of speaking because I am Spanish.
    I just bought the game was Banished and I would like to play the Colonial Charter Turbo, because I really like the houses of two stories with colors. But I can't find the mod no Web. Could you tell me what to do? Many thanks and forgive the inconvenience.

    Edited by jubei77
  2. Hey bro. long time didnt got news from you. are you ok ?


    i have a question for you, seems only you who can answer me :

    how do you make things swing with the wind ?


    i saw the other day blueberry was transfered to crop in CC and they still swing with the wind inside the crop. but i dont see any specific code.... how we do it ?



  3. Hi! I'll be back soon. About a week or more ago ive been in hospitals for a number of days with some problem. Ive another operation next week, I hope to be back shortly after.
  4. I just ordered myself a pro art tablet specifically to draw for games. This should really help with hand drawn components and visuals.
  5. So what you're saying is we should limit pens to 1 of each.
  6. There are, let me show some if the email conversation: The status bar, resource limit window, and the town hall production and graphs will be able to show these user defined limits, as well as raw materials being assigned to them and buildings being able to use them as limits. Currently in the resource files these are simple types called Custom0, Custom1 ... Custom9 (in addition to Iron, Wood, etc). You'll use these names in the .rsc files, and it will be up your team to change the string tables to define what each custom resource is displayed as.I'm also looking at removing the memory cap on the game so that you don't have to worry about making things small enough to fit in the currently allocated memory size.
  7. @Necora I can tell you, that according to cc and making it not a huge mess, we will need 6 or 7 of the limits. They're not cc centric, and would be logical for all mods. @Kralyerg will have more details soon. We need to fix our absolute mess of materials and dry goods, then we can find the best path.
  8. Luke mentioned he's been pretty busy testing some stuff for a new game he's making.
  9. https://mobile.twitter.com/ShiningRockSoft/status/828353700133482496 10 new limits folks!
  10. imagine the poops!
  11. We talked about dynamic clothing for later. We need to keep the performance good. At the moment we will just use these 2 base humans for prototyping. Either there will be a clothing attachments system or not, depending on performance. The plan is to simulate many thousands of people.
  12. There wont be a running Blog about the new game for quite a while, but heres a look at people that was created: We wanted very low poly and matching styles. These were created in 3dsMax and zbrush with substance painter (and I rendered with nvidia mental ray).
  13. it doesnt matter actually, for foliage materials any is fine as few as possible, 100? 200? youll find thats your billboard code being crazy must be foliage Google image search (for real!). Otherwise, the pngandtubes deviant art i linked to in the texture resources thread has a lot of cool stuff
  14. Whoops must've overlooked that lol, I'll fix it
  15. Hello friends. I've just gotten over being a bit unwell so apologies for not being around the last week or 2. Those of you who were members on our old forums will remember we were developing a new game. It's still going ahead. Recently we added a dedicated programmer to our team, who basically pointed out that there's a much better way to do things than we had been developing. Well, I mean to say we teamed up our teams together. Yes I think that's more accurate lol. So, from learning unity engine we have now shifted to using unreal engine as a base. We have a lot of ideas for code and a rather large feature list but essentially we want to make something awesome. Initially I can share that we are extremely interested in optional multiplayer Co op. We will have animated buildings. We aim to allow modding to be very modular and we want to encourage it long term. By that I mean we hope this is an ongoing project for many years that can keep growing and being interesting. Other than this, I don't have much to share right now. Oh, im designing a full new set of 3d content customised to the new game. This will be done with a passion that I never put into CC, not because I didn't want to, but because cc has always been a hobby and not something we fully own, relying so much on Banished... So that's it for now. In the future we'll be looking for suggestions and such but for now we have colonial charter modular version to do and I have some new ideas for some themed sets