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Messages - Hot_Dog

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2386
S.A.D. (Seek and Destroy) / Re: S.A.D. The Xaos Race
« on: July 05, 2010, 11:58:44 am »
Looks great so far, Matthias.  But be careful, we don't want all the ships to be almost exactly like original S.A.D. ships just with different abilities.  If you have, say, 3 or 4 ships totally unique, you should be fine.

Think of it like Starcraft: The Terran Wraith and Protoss scout were almost identical, same with the Battlecruiser/Carrier and Zerg Hydralisk/Protoss Dragoon.  That was fine, but there were many units totally different from each other.

Keep it up!

2387
S.A.D. (Seek and Destroy) / S.A.D. The Ptaloid Race
« on: July 05, 2010, 11:34:53 am »
This is a discussion/development area for the Ptaloid race (but since priority goes to S.A.D. iteslf, you won't find, say, one update every two days or so).  You'll find out in the manual and story-setting information that the humans and Ptaloids are complete allies around the time of S.A.D.

The Ptaloids are big on cloaking technology.  Of course, this means they have the Balkstone (which was their invention), but a few of their buildings and many of their units can cloak as well.

Ptaloid ships and buildings heal themselves over time.  In addition, all buildings can increase their HP for a price, and culmulitivly.  The strategy here is that you can upgrade buildings in strategic areas, but you lose money if you do it incorrectly when your opponent chooses to attack something else.

Most Ptaloid ships have relatively light armor and weak weapons.  There are about 3 that are able to stand by themselves against other ships, but most require "swarming" in an unofficial sense of the word.  The Ptaloids are the only race where one can add many of the same unit--and only the same unit--together in a group.  These units are joined together, combining weapons and armor.  This means that you're really fighting "one" unit rather than a bunch. All in all, the player can make his group of ships as powerful/expensive or as weak/cheap as he wants.  Balkstones and 2 other units are not capable of this.

Ptaloid buildings must be placed next to each other.  If a ptaloid building is left by itself, with the exception of defense and "Operation" Centers, it will not operate.  Power generators are also required to be next to a least one of these "chained" buildings.

2388
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 05, 2010, 10:59:44 am »
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I don't want to give stats yet but currently consider the Bigfoot to be the equal of the Raptor and consider hydron to be like the splitron.

Gotcha.  I hope that this is the same thing as saying "Consider the zergling like the Zealot" instead of saying "the zergling is exactly like the zealot" :)

2389
S.A.D. (Seek and Destroy) / S.A.D. The Cythid Race
« on: July 05, 2010, 10:54:28 am »
There is going to be at least one new race in S.A.D., possibly more.  I am putting topics up for discussion and development of these races

2390
and here is the Hydron as it lifts-off (note that I have no clue whatsoever if those will even be animated but I just had some fun making them)

We might be able to animate the Bigfoot to a limited extent, but we don't have enough graphic space for animating the hydron.  Btw I'm putting a topic up specifically for the Xaos, so please post there from now on.

2391
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 05, 2010, 10:42:56 am »
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aargh why are all the cool projects unfinished  have you seen digitan's robo wars! that's just like this one, one of the best games ever developed (or in development)...

I think that one is still going

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Nice! Altough honestly said I expected that there would be a bar filling up. well never mind though this is just as good.

I might be able to do that, we'll have to see

2392
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: July 05, 2010, 01:55:15 am »
New screenshot!  This is to give you a general idea of the increasing HP you'll see when you highlight a building.

However, I decided just today to change the way this routine acts.  I'm going to create a new font.  The reason for doing this is I use interrupts for syncing games between two calculators.  The Ti B_CALL font routine requires that I disable interrupts--and of the course, the Ti font routine can be really slow.  So if a player is highlighting a building, the other player has to wait even a teeny-tiny fraction of a second for the other player, causing frame jumps if nothing worse.  Creating my own font will solve this problem.

The advantage is, I can create a really-neat futuristic font.  The disadvantage is, it will probably put me about 4 days behind schedule.  Thanks for understanding that I'm doing this to create the best gaming experience possible.

2393
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So, I guess is there anything you'd like me to do?

Yes, when the campaign designer and map designer come out, you can do some work with those 8)  Otherwise, keep testing those alpha builds!

2394
I like that!  (I'm still working on info, by the way)  Just a few things so far, which you can work on as you go along:

1. Now that I understand what in the world I'm doing with compression, you'll only need binary data, not an appvar.  When I say binary, I mean ASCII codes.  Such as "Open File for Binary Access"
2. You still need buttons for "Test Mission" and "New Mission"
3. Since there will be a mode to test a mission, I was thinking that the designer should load an actual bitmap (rather than a sprite), and the file path would be the only parameter for "sprite."  This would make it easier to display pictures for sprite mode
4. When all is finished, most designers aren't going to give a hoot about what the binary data looks like.  Do you plan to remove that box in the finished product?

Keep it up Matthias!

2395
Oh, that's what the map looks like.  Here's an image I did as a sample.  Like I said, it's up to the designer to make his own 48 x 48 image.

2396
Here you go, coolio.  I'm afraid that's all I have, since I'm just working on the game engine right now (and thus I haven't implemented all map features yet)

2397
Speaking of appvars... do you have any "example" maps and tile sets which i can use for testing?

Well, I can give you the map and tileset that I used for the test map we have, though unfortunately you'd have to re-make the map yourself :(  Let me know if this works for you, and I will post those files here no later than tonight

2398
Okay ;)
The point rather is that I can not do much without the knowledge and with the knowledge it is going to take some time!

I apologize that I didn't realize that.  It will be top priority for me besides catching up on my Russian

2399
I guess I can't stop you compiling to appvars, eager beaver :)  You have the general idea, but I'll tell you exactly what goes on with an appvar sometime next week, maybe as soon as monday

2400
Oh ok, sorry to hear :(

I hope you will stick around once finished :(

I think I'll still be around.  And please remember, just because I'm losng interest doens't mean I'll just give up on S.A.D.--something really, really bad has to happen for me to cancel that one, in which case I'll release the source code

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