elija
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« Reply #220 on: January 05, 2013, 10:58:59 PM » |
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Seeing this thread for the first time, just wanting to say, looks very nice - lots of love in there.
Keep it up!
Elija
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sublinimal
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« Reply #221 on: January 06, 2013, 05:04:37 AM » |
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Glad you're back. The last few shots look promising for sure.
Like, there's micromanagement that allows you to build elaborate structures, but you also have automation for the mining and such. The perfect scope for a building game.
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Ragzouken
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« Reply #222 on: January 06, 2013, 05:19:44 AM » |
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This is really beautiful! Do you have any plans to have ramps/slopes (like in DF) to make the terrain smooth?
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Joshua
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« Reply #223 on: January 06, 2013, 08:07:45 AM » |
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You may wish to check out MonoGame, it seems like a fairly straight-forward way of porting XNA based projects to many platforms.
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Pineapple
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« Reply #224 on: January 06, 2013, 07:15:49 PM » |
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You are now my idol.
BACK. OFF. Bleak only gets to have ONE creepy stalker-ish fan, and that's ME. BITCH.
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Impmaster
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« Reply #225 on: January 06, 2013, 07:28:49 PM » |
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Fight to the death.
Ooh, let's start up a religion!
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Pineapple
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« Reply #226 on: January 07, 2013, 12:35:41 PM » |
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There is no God but Bleak and Madk is his prophet
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BleakProspects
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« Reply #227 on: January 10, 2013, 07:39:35 PM » |
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I've been working on drastically improving my GUI. Writing a widget system from scratch inspired by the Qt system (which I use a lot at work). What I have so far: - Widget hierarchy
- Basic layout management
- Events for clicking, hovering, etc.
- Buttons
- Checkboxes
- Sliders
- Combo boxes
- Group boxes
- Radio buttons
- Skins
- Window animations (tweening,etc)
I've also pixeled all the widgets myself (to save my artist some headaches). So I hope it doesn't look too bad!
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eobet
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« Reply #228 on: January 12, 2013, 02:13:56 PM » |
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Wow, how did I miss this? Or have I missed really it (it's quite a massive thread)... ...maybe I ignored it though because it's XNA, which is evil, evil, imo since it locks you in. No Mac or Linux version. Either way, regardless of how neat it looks, it will live and die (beyond its hardcore fanbase) by the intuitivity and accesibility of the user interface. I still haven't played a game like this which has nailed it (and that includes Towns and Gnomoria). The graphics are the most impressive I've seen so far, though (I personally didn't enjoy the final look of A Game of Dwarves). Let's hope the UI will match it!
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Paul Jeffries
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« Reply #229 on: January 12, 2013, 06:36:24 PM » |
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Awesome. I've been working on my own set of GUI-widgets recently so I'd be interested in hearing any details you care to give on how it all works.
One critique: I really can't read that text. Well, I can, just about, but it makes my eyeballs feel like they are trying to tear themselves out of my head.
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sublinimal
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« Reply #230 on: January 12, 2013, 08:24:13 PM » |
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The stroke makes such a small, thin font look messy. Maybe it's made worse than it actually is by the screenshot being scaled down, but all I see is "Frogneas Bar".
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BleakProspects
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« Reply #231 on: January 17, 2013, 08:30:37 PM » |
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I put my GUI to good use and made the world generation screen slightly more interactive. You can see a bunch of different layers which contribute to the overall world, and set the random seed. Here, I've chosen to view "Faults" of the world, and have chosen the seed "Bleak": I've also made some pitiful debug enemies that I call "dark dwarves." Incidentally, they are the first enemies in the game, and the first way that dwarves can die. They just sort of run at each other and hit each other with the mining picks until one or the other is dead (this just involves the guy disappearing in a puff of smoke right now). To do this I had to implement sensor callbacks and allow dwarves to decide when something is "threatening". Dark dwarves are always threatening. I mean, just look at them.
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BleakProspects
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« Reply #232 on: January 19, 2013, 02:09:29 PM » |
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Messing around with importing heightmaps: This is what michigan looks like:
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kamac
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« Reply #233 on: January 19, 2013, 02:27:14 PM » |
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No way, you code for 7 years only? With such amazing effects? And you can add so much in such little time? Madk, make some room
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BleakProspects
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« Reply #234 on: January 19, 2013, 08:59:27 PM » |
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Implemented barrels today: General containers were actually pretty simple to implement. They are just another kind of "zone" (like stockpiles and rooms) which are attached to an entity rather than a voxel or set of voxels. So the AI already knows how to get things out of barrels and stock them in barrels. The only complication is that now barrels can be inside stockpiles (and in fact any number of containers can be nested inside other ones). This actually creates an interesting paradox where you can put barrels inside other barrels, and keep doing this forver, storing everything on one tile. I will fix this exploit at some point.
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Impmaster
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« Reply #235 on: January 19, 2013, 09:23:05 PM » |
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Will the final barrels have those numbers on them? I think it doesn't look too good, and it'll be confusing with a lot of barrels.
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BleakProspects
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« Reply #236 on: January 19, 2013, 09:35:01 PM » |
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Will the final barrels have those numbers on them? I think it doesn't look too good, and it'll be confusing with a lot of barrels.
It's a debug thing for me. Soon I will implement tool tips. It will show data about whatever your mouse is over.
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kamac
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« Reply #237 on: January 20, 2013, 03:31:56 AM » |
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So, that barrel is sort of 2d?
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Quarry
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« Reply #238 on: January 20, 2013, 05:42:15 AM » |
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Better! It's a sprite
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