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Messages - Hot_Dog
Pages: 1 ... 118 119 [120] 121 122 ... 194
1786
« on: October 07, 2010, 01:17:03 pm »
Cool! By draft, do you mean that there will be another version released later?
Yes. Once every single last detail is worked out, I'll release full version. Basically, the draft contains evey file, except for the special Mac program lesson 4 will talk about
1787
« on: October 07, 2010, 05:06:09 am »
Sometime today (the 7th of October in my area), I'll provide the final DRAFT for the ASM lessons. It will be available in the news and in the downloads section.
1789
« on: October 06, 2010, 11:14:23 pm »
No problem. By the way, it's a Sunday one, meaning it's extra long.
1790
« on: October 06, 2010, 11:03:54 pm »
My favorite comic!
Question 1: Do you know the comic where Calvin keeps trying to fill a water balloon and it backfires on him? (Such as bursting, or squiritng when he tries to tie a knot)
Question 2: I believe the Hobbes is like the toys from Toy Story--imo, he chooses to take solid form around other people, and moves when he's only around Calvin. Despite what the author intended, what's your opinion?
1. Yep. Actually, I've read every single comic strip. (I own the treasuries )
Because I want to read that one. Could you upload it somehow?
1791
« on: October 06, 2010, 10:41:35 pm »
My favorite comic!
Question 1: Do you know the comic where Calvin keeps trying to fill a water balloon and it backfires on him? (Such as bursting, or squiritng when he tries to tie a knot)
Question 2: I believe the Hobbes is like the toys from Toy Story--imo, he chooses to take solid form around other people, and moves when he's only around Calvin. Despite what the author intended, what's your opinion?
1792
« on: October 05, 2010, 08:06:37 pm »
After two days of serious bug testing, you can now construct all eight ships (besides the Scouter). Once again, for eye-candy purposes, construction times are not realistic.
EDIT: I don't know yet what's causing the progress bar to jump back and forth. I haven't fixed it yet, but I think I've made it so it doesn't happen as frequently.
1793
« on: October 04, 2010, 07:36:57 pm »
Hot Dog, from what I just read in that post above, SAD sounds like a lot of fun. I didn't realize it worked like that.
Well, it has been changing a lot, so I don't blame you. Thanks, by the way! I just have to really make sure now that the game doesn't end up in a lockdown
1794
« on: October 04, 2010, 07:35:12 pm »
Welcome back, Eeems!
1795
« on: October 04, 2010, 02:10:58 am »
Nope. That's the number of different units available.
Btw, congrats on 15000 posts!
1796
« on: October 04, 2010, 02:02:34 am »
Good question. Once you buy a unit, you have it no matter what, until the enemy destroys it. For instance, let's say you buy 10 Raptors and you use them. While you are using the 10 raptors, you decide to build 5 Argos and 4 Tanks. Suddenly, your strategy calls for long-range artillery. So you decide you want to use 2 Tanks for a simple suicide mission, knowing that the enemy will take out your tanks no matter what. When you switch to tanks, you will still have 10 Raptors, 5 Argos, and the 2 other tanks waiting for you to use them when needed. And if you build 4 Reclaudas during your next attack, you will still have those 10 Raptors, 5 Argos and 4 tanks.
However, the food system works slightly different than it does in Starcraft. You can only have (as an example) 30 food worth of each type of unit you can build, up to, say, 200 food. A Raptor requires 1 "lobster," so you could have up to 30 Raptors either on the field, on hold, or both. A tank would require 2 "lobsters," so you can have up to 15. And if your 200 food is used up, you cannot add any more units. If you used all 200 food on Raptors, Tanks, Argos, Degrusers, Reclaudas and Balkstones, you cannot build any Splitrons or Camozas.
Construction units do not use the food system, you can use 1 and only 1 no matter how many or how few other units you have. Also, the game engine makes it hard to have "half" supplies, so the food system will be slightly different for Ptaloids.
1797
« on: October 03, 2010, 06:22:42 pm »
That looks nice! How close are you to actual gameplay?
Depends on what you call gameplay I hope to have basic multiplayer in Alpha 4, scheduled for this month. Alpha 5 will have fog of war. Alpha 6 will have firing of weapons and destruction of ships/buildings. After that, I'd say you have a fair amount of gameplay, although there's definitely some more features to add such as explosions, teleportation and special abilities
1798
« on: October 03, 2010, 06:15:57 pm »
I'm pretty sure I fixed the bug where sometimes, the mineral/food count would display in the middle of a 3x3 grid menu.
Also, whenever you buy a unit now, it will be placed on hold. In this screenshot, I build 5 Raptors, and then I tell the game that I want to use Raptors in my next attack. The game will show me that I indeed have 5 Raptors ready to use.
Next on the list ------------------ Incorporate all ships except for the Scouter, and the buildings for them. (This will not take long) Have a user actually chose how many of a ship he wants to use Charge money for ships When the user is ready to drive his fleet, have the game display a number telling how many ships he has in his group
1799
« on: October 03, 2010, 02:57:11 am »
New progress! I still have some work to do on the ship-building code, but the screenshot below shows some of the basics by building Raptors from a Factory.
The first two times that the menu displays in this screenshot, I que a single Raptor. The third time, I que up three Raptors, which are built one at a time. Note that for eye-candy purposes, the Raptors build faster than they would in game. A player can que up to 3 units for the building in particular to remember. The unit icons can only be 5x5, but the manual will tell the player what the 5x5 icon for a particular unit is so that he can know what is being produced by a particular building.
So, definitely some more work and cleanup to do, but the game is progressing.
1800
« on: October 03, 2010, 02:52:20 am »
thanks guys! Sorry about the lack of completion on the previous example. I had just threw an example in there without the rows or columns set yet to show what I was getting at. I think oddly enough I understand asm better than basic at this point from learning hotdog's tutorials with little knowledge of basic.
thanks again!
Sure thing! Once you understand the concepts, ASM is probably the easiest language to remember, because you don't have to know so many instructions. True, it's the hardest to implement, but there's not a lot to remember.
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