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happymonster
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« Reply #420 on: March 31, 2012, 09:44:15 AM » |
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ScaryPotato: Thanks for the kind words!  Scut Fabulous: I talked about this earlier in the thread, but to summarise: the colours of the arrows breakdown the shooting possibilities in that target square for each direction. Therefore you can see before you move if you will be able to shoot in a direction from that square or not (and what type of shot). In the picture you can see that in the directions coloured orange you can still fire after moving there. For the directions coloured red you can turn to face after moving, but wouldn't have enough action points left to be able to fire.
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Scut Fabulous
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« Reply #421 on: March 31, 2012, 05:00:54 PM » |
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Sorry if I missed it earlier, but thanks for the explanation! Sounds like a really smart idea.
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fishtaco567
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« Reply #422 on: March 31, 2012, 06:20:38 PM » |
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I really like the graphics!
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jamesprimate
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« Reply #423 on: March 31, 2012, 08:41:11 PM » |
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29 pages and still at 0% !!!
:O
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happymonster
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« Reply #424 on: April 01, 2012, 01:43:16 AM » |
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When I release a test version it will go to 10% 
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Franklins Ghost
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« Reply #425 on: April 01, 2012, 03:41:45 AM » |
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something to look forward to then 
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happymonster
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« Reply #426 on: April 01, 2012, 04:24:34 AM » |
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I might have to make the Gui panel a bit higher to get all the information I want in. I've been trying to make it as small as I can so as not to obscure too much of the main view. I think I'll try it and see how it looks.
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Dugan
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« Reply #427 on: April 01, 2012, 06:25:58 AM » |
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I personally like the randomness and always enjoyed that in certain games I played. As long as the game was just relying completely on random odds I feel like it adds alot. It makes the gameplay seem more artificial and less sterile because sometimes you can be surprised with the outcome but you aren't depending on it and are still strategising around this limitation.
I agree with the randomness being a good thing, Advance wars and Nectaris do it too and I love them to bits. But it needs to be subtle I think as in those games.
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Superb Joe
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« Reply #428 on: April 01, 2012, 09:19:41 AM » |
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Keep the aspergers comments out of the discussion.
can i still post them on wikipedia
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happymonster
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« Reply #429 on: April 01, 2012, 12:03:09 PM » |
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The taller GUI panel definitely works, but it's meant I've had to rework placements of elements and things like that. It feels like it's coming together as a GUI for a game now though. So really pleased with how it's shaping up.
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Birdorf
Level 1
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« Reply #430 on: April 02, 2012, 09:27:41 AM » |
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I agree with the randomness being a good thing, Advance wars and Nectaris do it too and I love them to bits. But it needs to be subtle I think as in those games.
I'm late to the random debate, but I agree with this. In AW, if there's a slight chance that one unit will not destroy another unit in a given turn, for me, it just adds more strategic depth.
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happymonster
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« Reply #431 on: April 04, 2012, 12:28:46 PM » |
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Here's the new GUI.. Taller, but now with space for you to select any of the units without searching for them on the map or using a next icon. As you can see from the bottom screenshot when selected the Unit icons change to the Command icons for doing actions with that unit. Still some work to do on it, but it keeps the information for the unit when selected, and allows you to see the health and status (Action Points left) for all of your units at once. This is not a new idea, but I think it will help the interface and that elusive 'feeling' when playing the game.  
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happymonster
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« Reply #432 on: April 04, 2012, 02:21:33 PM » |
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Sped up the loading time by about 28% on average - it all helps when you run the game so many times during development.
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happymonster
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« Reply #433 on: April 05, 2012, 12:34:15 PM » |
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A few more optimisations done. I need to do a bit more on the GUI and then I think I'll make a start on dealing with Opportunity fire! 
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eigenbom
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« Reply #434 on: April 05, 2012, 03:37:51 PM » |
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hmm 28% hey? can't you speed it up by 29%?
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