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TIGSource ForumsCommunityDevLogsSpaceHero Command
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Author Topic: SpaceHero Command  (Read 105322 times)
rickardwestman
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« Reply #780 on: January 08, 2013, 02:36:56 PM »

Looks good! Everything reads very well at this distance too.
The desaturated colours looks much better!
Good stuff!
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happymonster
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« Reply #781 on: January 08, 2013, 02:47:12 PM »

Thanks! I'm always tweaking things to try to improve the look. Smiley
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happymonster
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« Reply #782 on: January 09, 2013, 02:23:59 PM »

Do you think the white highlight on top of the door frame works to make it look more metallic? I'm not sure if it fits in with the rest of the art style how it's turned out. I might see if it looks better with the whole top of the door being white (or a light grey)

Tonight I'm working on adding a colour based on the unit's current action points to the fire cursor when over the enemy. This will take into account the cost to turn (if necessary) to fire at an enemy. I'm still working on this bit.. Smiley

 
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eigenbom
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« Reply #783 on: January 09, 2013, 05:28:45 PM »

Looks alright to me, I like the more zoomed out viewpoint. Also, it's time to get rid of that super saturated purple ground!


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happymonster
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« Reply #784 on: January 10, 2013, 12:14:18 AM »

You are right! Thank you for reminding me with the old and new shots.  Shocked
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happymonster
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« Reply #785 on: January 10, 2013, 02:50:34 PM »

I've been tweaking the colours to make them closer to the original images. I think I lost sight a bit of how saturated everything had become..

I've also added a state module to the code for storing states for various parts of the game (like a unit state, waiting, moving, turning, etc..) This will make it easier because I'll be able to properly add a selection of states one after the other like turning, moving, turning.

Also more code clean up.
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eigenbom
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« Reply #786 on: January 10, 2013, 03:16:09 PM »

I've been tweaking the colours to make them closer to the original images. I think I lost sight a bit of how saturated everything had become..

I've also added a state module to the code for storing states for various parts of the game (like a unit state, waiting, moving, turning, etc..) This will make it easier because I'll be able to properly add a selection of states one after the other like turning, moving, turning.

Also more code clean up.

Ooh and you can keep snapshots of states for the last N frames and do an awesome time rewind feature! Wink
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happymonster
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« Reply #787 on: January 10, 2013, 03:24:18 PM »

It's not that advanced.. Wink

(In fact I seem to have made the pathfinding go a bit haywire..)  Facepalm
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happymonster
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« Reply #788 on: January 10, 2013, 03:39:46 PM »

AH! Fixed it.. Smiley
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happymonster
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« Reply #789 on: January 12, 2013, 03:10:07 AM »

I've been working on the colours a bit as well as other UI work. I've decided to make the main floor grey with a slight colour tint. In general though I've decided on an approach and will see how it works..

In order of saturation: Floors > Objects > Walls > Player units / Enemy units

The idea is that the eye is drawn to the more important parts of the screen with the more saturated colours - so the player and enemy units stand out first, then the walls which divide the map up into spaces, then objects (furniture, plants, etc..) and finally floors as a background. The range of saturation isn't so extreme as that the floors are all completely desaturated and the player units are all vivid colours, it's more subtle than that.

I will see how it works out once I've finished tweaking the colours. Smiley
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Martyr
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« Reply #790 on: January 12, 2013, 03:16:00 AM »

Wow, this art style! How do you achieve these delicious sprites?
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happymonster
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« Reply #791 on: January 12, 2013, 04:40:02 AM »

Thanks! It's in part due to the way I do the graphics to work with the engine. It's also quite a bit of trial and error to try to get something that looks good. Smiley
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Martyr
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« Reply #792 on: January 12, 2013, 05:10:26 AM »



I believe that's the way those should've been

also why don't you make an editor of some kind?
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happymonster
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« Reply #793 on: January 12, 2013, 06:04:12 AM »

Yes, I will correct the shadow there.

I plan on having a map editor in the game. Smiley
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happymonster
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« Reply #794 on: January 12, 2013, 08:22:28 AM »

Rather than having one camera location on the map, I've now added a different camera for each player. This means that the camera remembers where you were looking at from your last turn, and it doesn't show other people were your units roughly are on the map!
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eigenbom
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« Reply #795 on: January 12, 2013, 03:19:26 PM »

Lol good decision. So this is a multiplayer game? Got the networking system designed?
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happymonster
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« Reply #796 on: January 12, 2013, 03:26:02 PM »

Sadly networking is a bit beyond me, it will probably have to be local multiplayer or a turn based email kind of system.

Single player will be the real focus.
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eigenbom
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« Reply #797 on: January 12, 2013, 04:30:18 PM »

Oh alright. But it's a turn-based game, so you could do it just with RPC using Raknet. Could be fairly simple if you ignored all the sanity checking, cheating issues, etc.. ?
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happymonster
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« Reply #798 on: January 13, 2013, 01:31:37 AM »

I looked at Raknet, but don't I have to actually have a host server to do server->client networking?
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Martyr
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« Reply #799 on: January 13, 2013, 01:59:36 AM »

You can do p2p networking
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