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Messages - lolje
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61
« on: September 28, 2007, 09:15:00 am »
I'm really sorry but I will need even some time because I need to rewrite the AI-Part of the Battle-Mode in order to make it running faster and better;
If I would have given you the current Version, you wouldn't have been able to see everything the AI does with its units in the battle mode because the camera setting is (in older versions) fixed for every AI-turn.
In the upcoming version the camera will be always fixed on the unit the enemy currently uses.
I'll probably need ~3 days to rewrite the AI-part. Thank you for understanding...
62
« on: September 25, 2007, 08:03:00 am »
QUOTE | wouldn't it be much easier to implement fan-made maps? Maybe create a map editor alongside AOC2, and have the players create their own maps to upload on ticalc... |
It'd be fantastic but it's not really possible because:
1. The maps are stored in matrices and I don't wat to use matrices else than [J] (to prevent Problems with other programs, that make use of matrices
2. To establish a map that works (with the AI-Player) you need to consider a lot of special conditions
...
63
« on: September 22, 2007, 11:39:00 pm »
I'm currently having kinda Hardcore-Programming-Weekend. Yesterday I honestly spent more than 8 hours on AOCII (!!) Now the user can choose one of two different maps and one out of 5 different difficulties. I'm planning to add at least one map until the next update. Secondly, I'll have to reorder the subroutines to reach the minimum of required RAM. All in all I still need about 6 days to finish/upload the next update. New Screenshots will be added as soon as possible (one of those annoying :rage: ![rage.gif](http://209.85.48.10/6636/113/emo/rage.gif) -Vista [zu Deutsch: Kackvista] Compatibility problems...)
64
« on: September 22, 2007, 04:22:00 am »
QUOTE | why is it that the AOC2 completion percent has been reduced by 5 |
The number in my signature always represents the latest version available - which is yet 0.8
65
« on: September 20, 2007, 07:10:00 am »
QUOTE | Any idea when the next beta or screenshot will be? |
Not, yet - but it's a good idea to make some new ones...
QuoteBegin
--> QUOTE | where does your avatar come from? |
It's a pic I found on google; edited by me ![Tongue :P](https://www.omnimaga.org/Smileys/classic/tongue.gif) ![tongue.gif](http://209.85.48.10/html/emoticons/tongue.gif) (Edited with 'Cartoonist') QuoteBegin --> QUOTE | do you have the tech tree/blacksmith menu done yet? |
Nope, otherwhise I'd prolly have told you...
66
« on: September 18, 2007, 06:46:00 am »
Recently Added 5 different difficulties...
67
« on: September 13, 2007, 10:35:00 pm »
Maybe approx. 1 - 2 weeks until the next update will be done...
68
« on: September 07, 2007, 11:03:00 pm »
Since the maximum resolution I can reach with TI-Basic on a V200 is 239*102, it's not 160*100... And I'm not able to check wheather AOCV200 works with 89's because I can't send the programs from my V200 to the T89 ![Sad :(](https://www.omnimaga.org/Smileys/classic/sad.gif)
69
« on: August 14, 2007, 11:23:00 pm »
Progress News
I fixed the bug with the key detection problem after wars (You couldn't move because after the war the program always returns to the point the battle mode was executed - that could be on the map as well as in some buildings. The problem here is that when the program returns to a building, it won't display the menu, so you seem to be on the map again, but without a cursor ('WTF, I can't move!')
Now the battle mode is always executed from the launcher prgmAOC2, so that bug is fixed as well (Also a part of the RAM-optimizations) lolje
70
« on: August 12, 2007, 06:33:00 am »
That will take a while...
Since there was a problem with memory-errors, I just optimized the whole system by splitting ZAOC into ZAOC and ZAOCBLD and calling the battle mode from the launcher. Now it runs very little faster and doesn't need that much RAM:
Maximum RAM-use before optimizations: ~18000 Maximum RAM-use after optimizations: ~13000
Secondly, I made the battle mode AI less predictable. Now the AI units don't always walk to the left, but also to the right or straight to your castle.
p.s.: Can you see the 'Secondly' bold??? The tags don't seem to work for me anymore...
71
« on: August 10, 2007, 08:13:00 am »
-> The ghost bug is fixed!
I just needed to add one If-statement... the hardest part was to get into the battle mode code because of the brake
72
« on: August 05, 2007, 03:02:00 pm »
Well, my brother owns a 89Titanium, so there'll maybe follow an 'AOC89' - MAYBE very,VERY soon... First of all, I'll try to finish AOCII and develop AOCV200.
73
« on: July 29, 2007, 09:49:00 am »
Well, the only thing I can say about it right now is: It's on the way!
74
« on: July 14, 2007, 07:00:00 am »
Well, there is some progress; I improved the Engine which displays the story (not integrated yet) so that it writes the text middled^^ I just found the introduction, which was made by dragon_lance (also an omnimaga-member).
== == == == ==
When the soldiers are invisible, but still attack, that should normally mean that the soldiers had been deleted on the tilemap-matrix ([J]), but the value of the soldier in the Soldier-log-matrix ([A]) has not been set to 0. But I tested it, and the value for attack, as well as the one for life-points is set to 0.
Bug fix soon! lolje
75
« on: June 24, 2007, 01:44:00 am »
*Sorry for double posting*
Well, about the ghost bug - the attack-value of the dead soldiers who are attacking is set to zero, so they shouldn't do any damage to you...
(the life-points count is the same variable place in the matrix as the attack-value)
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