Author Topic: [S.A.D.] Progress 2010  (Read 88637 times)

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Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #255 on: August 20, 2010, 12:33:33 pm »
Question,

I'm not sure if this was addressed already, but I was wondering if you planned to add rich expansions to the game? I mean mineral patches where you get minerals at a higher rate (not faster) than regular ones. In Starcraft 2, you get 5 minerals with blue minerals and 8 with yellow ones (I don't remember if gas gave more). Those expansions are generally blocked by a rock you must destroy prior being able to put a base there, but some aren't. In the later case, they are generally hard to protect, too.

Example, you have a map in lobster (:P) form where each base are located on one end of the claw and there's an expansion nearby below. However, in the tail, there's a rich mineral expansion.

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #256 on: August 20, 2010, 12:53:50 pm »
That really wouldn't be too hard to add, I'll certainly consider it.

Incidentally, in Starcraft II, they do have rich gas, but it doesn't show up differently

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #257 on: August 20, 2010, 01:33:50 pm »
Aaah ok, I never paid attention to how much gas I got on rich expansions really x.x

Offline matthias1992

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Re: [S.A.D.] Progress 2010
« Reply #258 on: August 20, 2010, 03:26:13 pm »
Here's the menu allowing you to buy ships in groups, although it doesn't do anything yet.  The hotkeys for this menu are the soft keys.  This menu will NOT display if you are buying a Scouter.

The dollar sign allows you to buy a single ship.  The plus sign allows you to add a ship to your group.  So if I was currently using 2 Degrusers, pressing + would allow me to use 3.  The minus sign button takes away a ship from the group.  The dollar sign / arrow allows you to buy the maximum amount of the type of ship possible.  The check mark is the "done" button.



Difficulties have arisen that make it impossible for me to include shadows in S.A.D. Alpha 3.  To make up for this, I will add money-making capability to S.A.D.  One can make money, lose money, buy refineries, upgrade refineries, etc.
I am kind of curious as to why shadows are impossible to implent, these were just filled up spritemasks right? I don't know how your engine works but I wonder what causes it to be impossible to implent...

I like the sound Idea you mentioned somewhere else. It sure is do-able, I think benryves made a 4 or even 8 channel sound program, I forgot what it was called though but anyways you could handwrite some music in a on-computer editor and then let it convert to a format that the on-calc player recognises. If you want the sound be sure to contac him, he's at maxcoderz.
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #259 on: August 20, 2010, 03:29:29 pm »
Quote
I am kind of curious as to why shadows are impossible to implent, these were just filled up spritemasks right? I don't know how your engine works but I wonder what causes it to be impossible to implent...

It's because I am terrible at clipping, so the program has bugs whenever the shadow is off-screen.  Buckeye is doing the clipping part, but it's not like it's a walk-in-the-park.

Offline matthias1992

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Re: [S.A.D.] Progress 2010
« Reply #260 on: August 20, 2010, 03:44:35 pm »
Quote
I am kind of curious as to why shadows are impossible to implent, these were just filled up spritemasks right? I don't know how your engine works but I wonder what causes it to be impossible to implent...

It's because I am terrible at clipping, so the program has bugs whenever the shadow is off-screen.  Buckeye is doing the clipping part, but it's not like it's a walk-in-the-park.
I can understand itś far from easy...
it wasn't criticism of any sort but rather just curiosity and perhaps a slight detachment from the word "impossible". Good work so far Hot_Dog, my respects. I wish I could say the same of myself but I am quite busy atm with [offtopic]developing a RISC softcore processor for a FPGA[/offtopic]
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #261 on: August 20, 2010, 03:53:35 pm »
Quote
I am kind of curious as to why shadows are impossible to implent, these were just filled up spritemasks right? I don't know how your engine works but I wonder what causes it to be impossible to implent...

It's because I am terrible at clipping, so the program has bugs whenever the shadow is off-screen.  Buckeye is doing the clipping part, but it's not like it's a walk-in-the-park.
I can understand itś far from easy...
it wasn't criticism of any sort but rather just curiosity and perhaps a slight detachment from the word "impossible". Good work so far Hot_Dog, my respects. I wish I could say the same of myself but I am quite busy atm with [offtopic]developing a RISC softcore processor for a FPGA[/offtopic]

Don't worry, it wasn't taken as criticism.

Offline andrepd

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Re: [S.A.D.] Progress 2010
« Reply #262 on: August 27, 2010, 09:31:51 am »
Looks awesome so far. I also read the "pre-pre-pre-alpha" manual and it looks great. I hope all those features make it to the final game. Good luck!

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #263 on: August 27, 2010, 10:51:55 am »
Looks awesome so far. I also read the "pre-pre-pre-alpha" manual and it looks great. I hope all those features make it to the final game. Good luck!

Thanks!  By the way, welcome to the forum!

Like all early game manuals, some wonderful features have been added since then, and some have been removed.
For instance, Extension Coils, Zinyar Railgun and Radar have all been removed.  Also, the graphics for a selected building have been removed.  However, the manual was mainly written to encourage people to join the project, and it worked!

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #264 on: August 27, 2010, 04:15:56 pm »
It is my goal to have S.A.D. Alpha Release 3 available in September.  Currently, I'm working on allowing a person to do everything they want with money.  This means that a player can, at the least,

1. Build Refineries
2. Add Processing Units so that more Belthium Crystals can be mined per second
3. Purchase Items
4. See how much money he currently has
5. Recieve a notice if not enough money is available

I'll keep everyone posted, but as of yet, there's no decent screenshots.  I will say I've finished with getting the "Add Processing Menu," so I'm working on construction of processing units.

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #265 on: August 27, 2010, 08:30:37 pm »
Cool, can't wait to try it out on September 1st 12 AM ;D

I'm happy to see ressource management coming it. Although it doesn't involve attacking much sometimes, I enjoy the building of a base in a strategy game, because there is some sort of creativity in there, in some ways, when you do it :P. When you are happy with your base layout and what you got so far but did not get attacked too much yet, you're telling yourself "wow, I'm so gonna pwn him if he's not ready!" :P

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #266 on: August 28, 2010, 01:13:25 am »
Cool, can't wait to try it out on September 1st 12 AM ;D

Or September 30th 11:59 PM :P

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #267 on: August 28, 2010, 02:08:08 am »
D:
* DJ Omnimaga eats Hot Dog

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #268 on: August 31, 2010, 02:43:47 am »
Here's a quick update...quick, so be sure that there will be more screenshots as bugs are fixed.

This screenshot shows the addition of ONE processing unit to a refinery.

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #269 on: August 31, 2010, 03:45:09 am »
Nice and I assume we will know how much processing unit each refinery have, right?