Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hot_Dog

Pages: 1 ... 185 186 [187] 188 189 ... 194
2791
TI-BASIC / Re: Vertical Text Sprites
« on: February 02, 2010, 05:42:52 pm »
It's so fasinating how much you can do with Ti-Basic.  Good work

2792
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: February 02, 2010, 03:14:59 pm »
That is such great news!  Personally, I would prefer a long, well-written story as opposed to less calculator space

2793
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: February 02, 2010, 12:16:01 pm »
No new screenshots, because I'm waiting for some better sprite routines from Buckeye.  However, I successfully started implementing objects.  Right now, when moving the tilemap around, pressing 2nd will select a random building and place it at the top right corner of the map position.  I am now currently working on making the building selection user-selectable, which I will probably have a screenshot for since I can use my current sprite routines.

In S.A.D., each player can build up to 5 Operation Centers and up to 45 of any mixture of the other buildings.  Speaking of which, here's some information I put on UnitedTi about defensive structures and balance issues...this is very important:


Quote
In a normal RTS game, defensive buildings can be built next to each other, far away from each other, any positions you desire, and the defense will neither be overpowering nor a waste of money. But if this approach of defensive-buildings next to each other is used in S.A.D. (like it used to be), this causes problems for three reasons:

1. The range of defenses is square, not circular.
2. You can only control one unit. The issue is when defense is stacked together, the amount of damage increases expotentially rather than by a set amount. The thing that's important is that by your enemy being able to control just one unit, two defensive buildings placed next to each other could be a waste of money, but three placed next to each other would be just the right amount, and four placed next to each other would be way too cheap. I can't explain this better without a diagram, but the point is, one unit at a time is not a cost-effective way to take out defense this way.
3. You control your unit manually, and can move/fire in only 8 directions. This means although there are places you could move to avoid being hit by more than one defensive structure (like in a standard RTS game) it can be tedious and, in some cases, impossible.

So the idea is to try to work out defense so that the only way a unit can be hit by multiple defense is by not scouting the area first and, therefore, making a careless move. Then it will be much easier to design defense so that it is not too cheap and not too expensive.

The method used to help with balancing defense (for a cautious player) is preventing defensives buildings from being built so close together.


The first image is a diagram of the area around a typical Point Defense Structure. The range is 3 vertically, horizontally, diagonally, etc. away from the point defense. (Black color wherever possible) The red is each 16x16 area where you cannot put a second Point Defense, because there is some area where a player could be hit by dual fire even with extreme caution. The yellow indicates where Universal Defense cannot be built (but you CAN put standard point defense in that area)...if Universal Defense covers 4 yellow squares (as opposed to 1, 2 or 3 yellow squares), there would be some area where a player would be hit by dual fire even with extreme caution. Any black or white squares means defense can be placed in that area. In addition, Universal Defense can be placed on a 32 x 32 area if it isn't on top of 4 yellow squares. There are some red squares where Universal Defense cannot be built, but I have to work on that




The second image is a diagram of the area around a typical Anti-Air Structure. The concept is the same, but the blue represents where you cannot put a second AA defense.  There are some blue squares where Universal Defense cannot be built, but I have to work on that

With this in mind, AA Defense and Point Defense can be built right next to each other without any issues.



The last diagram is the area around a typical Universal Defense Structure. The range is 4 vertically, horizontally, diagonally, etc. away from the Universal Defense. (Black Color wherever possible). The green represents a 16 x 16 tile where you cannot put Point Defense or AA Defense. The yellow indicates where Universal Defense cannot be built (but you CAN put standard point defense in that area)...if Universal Defense covers 4 yellow squares (as opposed to 1, 2 or 3), there would be some area where a player would be hit by dual fire even with extreme caution. The purple squares are additional Universal Defense no-nos, as well as areas where you cannot put AA Defense or Point Defense.

So if a player is careful, this system prevents overpowering of defense...if defense gives you more than your money's worth, it's the enemy player's fault, not yours.

By the way, this might be the best time to say that the cost of ships and buildings is subject to change when we find out how fast money comes in from refineries. If money comes in quickly, units will be more expensive. If it comes in slowly, units will be cheaper.

This also might be the best time to say that Universal Defense cannot be harmed by a Degruser's Photon Torpedoes.

2794
TI Z80 / Re: Factory
« on: February 01, 2010, 10:16:27 pm »
WOW, this is one of the best calc games I've seen.   You've done a great job 

2795
That's a good question.  If you can, let the bitmap be any width/height in multiples of 8 pixels (or 16 if we do 16 x 16 tiles).  However, the program should only retrieve the first 256 tiles.

If this is not possible, let's do 32 wide by 8 high for a bitmap.

2796
Cooliojazz, here's another thing for the map editor: Not only can height * width not be bigger than 10000, but also width cannot be greater than 255 and height cannot be greater than 255.

2797
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: January 28, 2010, 12:54:19 pm »
The system for building construction has been changed dramatically. Each building now has a building time. A Scouter starts a building and lets it construct on its own; this means that a Scouter can start construction of another structure as soon as it starts construction of the first one.  (For you Starcraft people, this is like a protoss probe opening up warp gates)  An ACC, however, can only construct one building at a time.

For right now, there is now only one restriction on the ACC, in that it cannot repair buildings when an enemy is near.

2798
Quote
Well, I thought that if you didn't need any sprite makers, I might be useful elsewhere, as a beta tester or with anything that could be done on-calc without knowing asm.

I'll be on the lookout and keep you in mind.  We actually don't need beta testers, but I will eventually be looking for balance testers (aka pre-demo testers) and map designers.

2799
Miscellaneous / Re: Cleverbot!
« on: January 27, 2010, 01:58:18 am »
"What's today? Monday, and September 7th"

2800
Miscellaneous / Re: Cleverbot!
« on: January 27, 2010, 12:24:05 am »
Quote
Like I said, short conversations. Fairly often, it will switch you to chat with a different user (thus the sudden topic changes).

 
No offense meant, but did you consider that maybe it just has no idea what it's talking about?  Something to consider is that website has few ads up, I doubt that the website makes enough money to keep people making conversations like that all day

2801
Miscellaneous / Re: Cleverbot!
« on: January 27, 2010, 12:12:06 am »
I have to agree with calc84maniac, and disagree.  I typed this in:

People say that you're not talking, that it's really the people controlling this website

And I got this response:

I'm not.


But then, I got some really ridiculous answers.  For instance, the bot was doing the hokey-pokey, and when I said he was doing it too, he asked "Doing what?"
 
 
 
 

2802
Quote
I'd like to help

Your time will come, ztrumpet, your time will come  :D  It may be a while, but it will come

2803
Quote
I'm not very good at drawing large character sprites, so I only did the volcano.

Okay, here's the plan.  I can put you on tilesets for as long as you want, and then somebody else can take over when you decide you don't want to do them anymore.  They need to be isometric, so if you don't want the job, that's fine.  But then in that case, I don't have any other sprite jobs available.

Let me know what you think

2804
Cooliojazz, I've attached the space tiles we used to create the test map.  Please feel free to use them to test the map editor.

2805
Quote
Well, Hot Dog, thats exactly the info I need, so I start working on this.

Great!  Thanks again

Pages: 1 ... 185 186 [187] 188 189 ... 194