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877897 Posts in 32895 Topics- by 24321 Members - Latest Member: videogamer1224

May 20, 2013, 04:56:35 PM
TIGSource ForumsDeveloperFeedbackDevLogsPioneers (New build: Feb 25)
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Author Topic: Pioneers (New build: Feb 25)  (Read 47107 times)
Eigen
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« Reply #135 on: June 13, 2012, 09:29:03 PM »

Also, you said only four colors right, I spy with my little eye more than four in those mockups. No problem with that. In fact, they look great. Just curious how that works.

Yeah, the original mockup in the first post has 6 colors I believe, I haven't checked where the difference comes from. Either a slightly different shade of green or white maybe. And there may have been some inconsistencies in the tech-demo (and even in the later screenshots and whatnot) as not all pieces of graphic were grayscaled yet, so there may have been some rogue pixels that fought the system from the inside Wink Some people might also argue that the transparency is a color, but I'm not counting that.

I do occasionally check the screenshots I take to assure there are only 4 colors. In fact, I'm going to add a check that tells me if there are any unexpected colors in the sprite to the sprite coloring code right now. Aaand .. done! The 4 map preview images used in the main menu were still colored and I fixed those. Other than that, no warnings. It should all be pure now Smiley
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Eigen
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« Reply #136 on: June 14, 2012, 01:37:48 AM »

Sorry for the double post, but this is on a different subject.

I tried the demo. It feels nice. The micro management is a bit strange. Perhaps once a unit is out of turns the player shouldn't be able to control him any more?

Thanks. You shouldn't be able to move the unit once the moves have been depleted. You do however get to do other things like build a camp but it's away from you, you can only move to it in the next turn. Maybe what you're saying is that there should be something like 'action points' so everything you do takes one or more points, including movement.

That would make sense, because currently you can hop on and off the ship with no cost but I didn't feel like using movement points for that because it's a different action. And the movement points are only shown when the 'move' action is selected. But if everything was combined into one ... hmm ... I'll have to think about it. The things is, not every action is immediate. Eg. if you take the axe and start cutting trees, it simply does so for a couple of turns and depletes energy but it shouldn't take any additional 'action points'. So, I think I'm going to display the movement points in the player panel at all times instead, so action that need it, can decrease it and it's always visible.

Not sure where to put it because I'm out of vertical space on the sidebar. The minimum resolution should be 640x480 because that's when it looks best, I think. All those Energy/Health/Hunger/Thirst bars and labels take up a lot of space. Might have to replace the labels with icons of some sort.

edit: I don't have access to any decent paint program, so a pencil and paper sketch will have to do. Something like this:



The 'moves left' label could also be an icon.
« Last Edit: June 14, 2012, 01:57:44 AM by Eigen » Logged

MegaLeon
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« Reply #137 on: June 14, 2012, 04:21:36 AM »

Been in love with this since the first mockup at pixelation. Great coding and art - I jelly. Shame that the demo freezes when I disembark on my PC  Sad
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Eigen
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« Reply #138 on: June 14, 2012, 04:34:01 AM »

Been in love with this since the first mockup at pixelation. Great coding and art - I jelly. Shame that the demo freezes when I disembark on my PC  Sad

Hmmm, that's bad. So it totally freezes and not even the cursor moves? But it doesn't crash and close the game? Sounds like it encounters an endless loop of some sort which is strange because I don't think there's any loops in that section of the code :/

If I get this straight, you sail along, see some land, move right next to it, press Disembark and click on an empty piece of land and it freezes?
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« Reply #139 on: June 14, 2012, 05:15:21 AM »

Been in love with this since the first mockup at pixelation. Great coding and art - I jelly. Shame that the demo freezes when I disembark on my PC  Sad

Hmmm, that's bad. So it totally freezes and not even the cursor moves? But it doesn't crash and close the game? Sounds like it encounters an endless loop of some sort which is strange because I don't think there's any loops in that section of the code :/

If I get this straight, you sail along, see some land, move right next to it, press Disembark and click on an empty piece of land and it freezes?

Happens shortly after or shortly before I disembark, there's not a set point. Everything freezes in the game, mouse doesn't move and keyboard doesn't answer. Sometimes it fixes by itself after a few seconds only to freeze again shortly after. Can't close the game if I try to close the window, but it closes it if I right-click on the start menu icon and choose close. Hope it helps.
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Eigen
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« Reply #140 on: June 15, 2012, 06:49:29 AM »

Could you try unfocusing and refocusing the game window if it does that. There were some issues with window focusing in SFML. It would sometimes all of the sudden get an event that the window was unfocused, when really it wasn't. Even in full-screen.
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Eigen
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« Reply #141 on: June 17, 2012, 10:38:52 AM »

It's been a month since the last gameplay video. I think that's a criminally long time, so in order to avoid court, I made a new one. Here it is!



It's a bit long, sorry for that. And the sound is messed up, again. I did record at a higher framerate but I guess I need the full 60 frames per second or whatever. Oh, well. There's also a bit where I messed up playing. I left the ship to go exploring without taking any food or water with me, so I had to go back Lips Sealed Luckily I hadn't gotten far.

Hoping to get a new playable build out, too, this week hopefully. It'll be pretty much the same what you see in the video.

One thing I need to improve is how you take food and water along from the ship or wherever. It's too slow of a process at the moment, even with just two characters. Once you're out exploring, the eating and drinking is less tedious as I feared. It doesn't happen too often, I guess that's why.
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« Reply #142 on: June 17, 2012, 10:43:48 AM »

Looks brilliant! Will definitely want to try it when it comes out.
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Eigen
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« Reply #143 on: June 17, 2012, 11:40:46 AM »

Thanks! Smiley

I'll try to get the build out as soon as possible.
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oyog
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« Reply #144 on: June 17, 2012, 02:31:23 PM »

Awesome! The particles from the ship's wake still drift onto nearby land, though.

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brettchalupa
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« Reply #145 on: June 17, 2012, 04:54:39 PM »

I really like the style and the support for OS X and Windows. Opened up and played the OP build, and really enjoying it. The music and style seem to really fit. Coffee
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Quarry
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« Reply #146 on: June 17, 2012, 07:13:54 PM »

SFML multimedia library is weird as SFML is simple fast multimedia library

You can rather use Powered by SFML
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Eigen
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« Reply #147 on: June 18, 2012, 01:09:46 AM »

Awesome! The particles from the ship's wake still drift onto nearby land, though.

Thanks, never really got around to that. Fixed!

I really like the style and the support for OS X and Windows. Opened up and played the OP build, and really enjoying it. The music and style seem to really fit. Coffee

Thanks, I needed that cup of coffee. Yeah, if the framework supports those systems, it'd be a waste not to use them. I'm not sure about Linux, I mean I'd like to support it but don't really have access to a Linux system atm, nor do I have to knoweldge of that.

SFML multimedia library is weird as SFML is simple fast multimedia library

You can rather use Powered by SFML

Rightrightright, 'powered by' sound better, changed that. Thanks. Although SFML is a multimedia library, it's just a name. If it stood for Sad Fungus Must Leave then would 'SFML multimedia library' work better? Grin I don't think there's a difference.
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Quarry
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« Reply #148 on: June 18, 2012, 01:39:53 AM »

lawd
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« Reply #149 on: June 18, 2012, 10:04:02 PM »

It's looking pretty sick
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