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1075975 Posts in 44155 Topics- by 36120 Members - Latest Member: crochi

December 29, 2014, 08:11:25 PM
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Pages: 1 ... 74 75 [76] 77 78 ... 95
1501  Feedback / DevLogs / Re: Bandit Party on: February 04, 2012, 01:31:15 AM
Nice!
1502  Feedback / DevLogs / Re: SpaceHero Command on: February 04, 2012, 01:27:43 AM
Can't unsee cyclops!  Shocked I'll have to work on that one.. Wink

I am going to try having the icon in white if selected - they won't all be green in the final version anyway.
1503  Feedback / DevLogs / Re: SpaceHero Command on: February 03, 2012, 02:23:13 PM
First draft.. layout not tidied up yet.

Icons are (from left to right: Man icon - probably will be replaced.. Move, Fire, Equipment, Cancel Unit, Next Unit, Skip to next turn). I'll see if I can improve them a bit. Oh, the action type icons (move, fire, equipment) will be different colours depending on the Action Point cost of using it. So for example if the equipment icon is red then you will be able to change equipment, but not then be able to shoot.

1504  Feedback / DevLogs / Re: SpaceHero Command on: February 03, 2012, 11:32:47 AM
Yes, a less grid like system would work, but the problem is in the implementation side. It's not a problem for illuminating, showing the areas each men can see on their turn (I can just draw polygons around the tiles to make them nicer shapes). The problem comes when you want to add what they can currently see to the rest of the map they have explored. Then the simple polygons start intersecting, and multiplying more and more with every tile moved. You'd get rid of some when whole tiles are revealed, but the maths for doing this would hurt my little brain!

You could just store the part revealed tiles in graphics memory, but at higher resolutions this could quickly add up.
1505  Feedback / DevLogs / Re: BookQuest on: February 02, 2012, 01:44:13 PM
I like the idea also!
1506  Feedback / DevLogs / Re: SpaceHero Command on: February 02, 2012, 11:06:51 AM
Ugh.. I've been sick these last few days so not been able to do much of anything.  Sad

The only thing I've managed to do (game wise) is to to look at changing the info panel that pops ups when you mouse over a unit to show their weapon and ammo as well. I'll have support for two weapons (one for each hand), but most of the units will probably only have one main one at a time anyway.

I'm trying to come up with icon designs for the commands you can do, I've got ones for move, fire, but I'm a little stuck for equipment, next unit, end turn. Any suggestions?
1507  Developer / Art / Re: show us some of your pixel work on: February 01, 2012, 09:07:38 PM
I'm scared for some reason!  Shocked
1508  Feedback / DevLogs / Re: Piq on: February 01, 2012, 02:39:56 PM
Prints would be nice - but don't get too carried away, we want to see more of the game first.. Wink
1509  Feedback / DevLogs / Re: Environmental Station Alpha on: February 01, 2012, 01:23:35 PM
Is the snake thing supposed to be visible through the darker brown sand/earth tiles?
1510  Feedback / DevLogs / Re: SpaceHero Command on: February 01, 2012, 12:38:48 PM
Yeah, I think I'll leave this issue for now so that I don't get bogged down here. I want to work on the interface a bit more next so it starts to become more like a game. Smiley
1511  Developer / Art / Re: Devlog POST-ITs on: February 01, 2012, 11:57:23 AM
Nice, except I think you should have made Gomez as an outline (rather than shaded) with a Shaded Fez on top..  Gomez
1512  Feedback / DevLogs / Re: SpaceHero Command on: January 31, 2012, 07:07:10 PM
I've thought about the unseen tile, but it will still have the side effect of making everything look a bit more blocky (as with the black and violet backgrounds I posted before). That's one of the problems with working with tiles.  Concerned
1513  Feedback / DevLogs / Re: MicRogue on: January 31, 2012, 02:36:23 PM
When you collect a skill or an item, could it show a looping animation showing how to use it? I.e. fireball hiting a monster, freezing working, etc.?
1514  Feedback / DevLogs / Re: SpaceHero Command on: January 31, 2012, 02:34:55 PM
I'm in a bit of a quandry.. visually I much prefer the original full map view. However this means that some missions where you have to explore through the fog of war (for terrain) can't be done unless I use something similar to what I've posted. But they don't look too good and don't really suit the graphical style.

The only other thing I can think of at the moment is to keep the full map view but restrict the scrolling to the areas you can see. Therefore the map naturally expands as you explore, but you can't see it all from the beginning. This would stop the black / missing tile effect, with the drawback that you could see some areas of the map (in terms of terrain) without actually exploring it properly.

Any thoughts?
1515  Feedback / DevLogs / Re: Journey To Hammerdale on: January 31, 2012, 02:26:48 PM
One of your best yet CEDE!
1516  Feedback / DevLogs / Re: Piq on: January 31, 2012, 01:42:56 PM
Dirt bar? Is the player really a white bar of soap?
1517  Feedback / DevLogs / Re: SpaceHero Command on: January 31, 2012, 12:57:10 PM
Big Laff

Oh well, I'll try again! Wink
1518  Feedback / DevLogs / Re: SpaceHero Command on: January 31, 2012, 12:17:28 PM
Does this look any better?

1519  Feedback / DevLogs / Re: Journey To Hammerdale on: January 31, 2012, 11:09:54 AM
Beautiful work!!  Beer!
1520  Feedback / DevLogs / Re: SpaceHero Command on: January 31, 2012, 12:27:35 AM
Hey, thanks for all the useful (and consistent) feedback! I guess I was going for something similar to X-Com, but there is no reason with modern technology that things can't be improved.

I'll have a look and see what it looks like with other colours / transparency / effects. Smiley

Keep giving me feedback, it all helps!  Smiley
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