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1075745 Posts in 44138 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 10:37:29 PM
TIGSource ForumsFeedbackDevLogsTelepath Tactics (Now with an ALPHA DEMO!)
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Author Topic: Telepath Tactics (Now with an ALPHA DEMO!)  (Read 77463 times)
Craig Stern
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« Reply #360 on: April 29, 2012, 01:01:40 PM »

Yeah; I had them baked-in because I didn't have a complete set of character graphics until recently, and it was easier to just use vector graphics as placeholders for the ones I didn't have in the meantime. Shrug
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Craig Stern
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« Reply #361 on: April 29, 2012, 02:42:20 PM »

Another useability improvement! This time, it's for the color blind: in addition to having its own color, each team now has its own shape. Check it out:



Mind you, the quick info pop-up that comes up when you mouse over a unit already says what team it belongs to. However, the shapes will make it easy to distinguish the teams at a glance even if you can't easily distinguish colors. It wasn't that hard to implement, and I figure it will make life easier for a certain group of players, so why not?
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ANtY
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i accidentally did that on purpose


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« Reply #362 on: April 29, 2012, 02:57:41 PM »

Not sure if different shapes are a good idea
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Craig Stern
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« Reply #363 on: April 29, 2012, 03:14:05 PM »

Why is that?
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Udderdude
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« Reply #364 on: April 29, 2012, 03:19:31 PM »

Different shapes look good to me, easier to tell than just colored circles.
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larsiusprime
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« Reply #365 on: April 29, 2012, 03:26:22 PM »

Shapes look good - just make sure they're high-contrast enough to not fade right into the green grass. I salute your concern for accessibility! Lots of people are colorblind, especially men (about 10%) and I know a lot of my friends are.
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Nostrils!
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« Reply #366 on: April 29, 2012, 08:16:03 PM »

I like the shapes, though the purple and green are a bit hard to see.
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ANtY
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« Reply #367 on: April 30, 2012, 02:11:01 AM »

Why is that?
Can't tell, I guess it's just my personal taste.
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Moczan
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« Reply #368 on: April 30, 2012, 03:12:45 AM »

Why is that?
Can't tell, I guess it's just my personal taste.
Remember that those are not meant to be pretty, but a recognisable shapes for colour-blind people.  I suggest that maybe a opt-in color-blind mode, which turns on shapes and other helpful features.
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ANtY
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« Reply #369 on: April 30, 2012, 03:19:32 AM »

Why is that?
Can't tell, I guess it's just my personal taste.
Remember that those are not meant to be pretty, but a recognisable shapes for colour-blind people.  I suggest that maybe a opt-in color-blind mode, which turns on shapes and other helpful features.
Ah, right, then it's a great idea Smiley
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Craig Stern
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« Reply #370 on: April 30, 2012, 07:58:38 PM »

Yup, I'll add that as an option. Wink
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Craig Stern
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« Reply #371 on: May 01, 2012, 09:13:57 AM »

Soooo...right now I'm reworking my game's drop-down menus. I'd go into more detail about what that entails, but I'm *yawn* falling asleep right now just thinking about typing it out.

...actually, the truth is, I'm kind of enjoying reworking the menus so they behave more like I want. But we'll just keep that between us two, hm?


Craig: why are you reworking your game's drop-down menus?

I'm glad you asked, imaginary person who types in italics! I'm in the midst of coding the diplomacy interface, and I'm looking to improve certain aspects of the map editor's interface shortly thereafter. Both require a somewhat more robust implementation of the dropdown menus I'm already using, so I'm taking a day or two to lay the groundwork for sexier, more exciting things.
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Craig Stern
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« Reply #372 on: May 01, 2012, 03:40:48 PM »

Well, that was easy! Drop-down menus in the game now support multidimensional arrays (even if they only serve to visually list a single "column" of array data), and telescope out sideways when they grow too long to fit on the screen. The map editor has been outfitted with these new and improved dropdown menus, and the diplomacy menu is soon to follow.
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Craig Stern
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« Reply #373 on: May 03, 2012, 03:24:15 PM »

Small update: I may have just figured out a way to do direct computer-to-computer multiplayer over the internet. Still no guarantees, but it has just become much more of a possibility. Smiley
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Craig Stern
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« Reply #374 on: May 04, 2012, 12:58:44 PM »

So, I was just recording a head-to-head matchup of computer AIs for an update video when I discovered several horrifying bugs. One of them is now fixed--the other, I'm working on. I'll post a video once I'm done. Smiley
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Craig Stern
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« Reply #375 on: May 05, 2012, 06:08:08 AM »

All right, bugs squashed! That didn't take long, but uploading this latest video to Youtube did. Behold, an exhibition match between two CPU-controlled players with randomized armies.
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Craig Stern
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« Reply #376 on: May 05, 2012, 08:17:25 AM »

Watching that, I realized that the computer AI was ignoring frozen characters and moving with them anyway. Not good! I just fixed it, though. Smiley
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Craig Stern
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« Reply #377 on: May 05, 2012, 03:26:05 PM »

I just fixed another odd bug: charges blowing up all surrounding bridge tiles, but leaving the one they're sitting on untouched. No more of that!

Next, I'm going to fix the weird bug from the last video where Feedback deals more damage than it heals. It doesn't happen in normal matches--it seems the computer AI is ignoring some sort of rule. I should have that fixed in a jiffy.
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Craig Stern
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« Reply #378 on: May 05, 2012, 07:33:12 PM »

Fixed! Smiley
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happymonster
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« Reply #379 on: May 06, 2012, 02:50:42 AM »

Quote
I may have just figured out a way to do direct computer-to-computer multiplayer over the internet

I'd be interested in hearing more if you get this to work. Smiley
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Tixel - Paint with shapes instead of pixels!
http://forums.tigsource.com/index.php?topic=44760.0
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