Author Topic: [S.A.D.] Progress 2010  (Read 87277 times)

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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #285 on: September 01, 2010, 08:21:28 pm »
Talking about scouting, will we be able to hotkey specific stuff in the game for quicker access, even the ship/unit group? It might come handy for experienced players. It speeds things up a lot sometimes. I don't remember if you were adding that

Most stuff in the game has hotkeys.  Which hotkey-aided stuff were you wondering about in particular?

As to the ship/unit group, you literally "run into" an Operation Center / Transformation Gateway when you want to do something, saving you from having to press a key.  There will also be a hotkey for if you want to add/take away from your current type of ship, saving you from having to go to the ship menu.

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #286 on: September 01, 2010, 11:01:58 pm »
Ok cool. Yeah group unit/building were the keys I was wondering about. Thanks :)

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #287 on: September 01, 2010, 11:04:27 pm »
Ok cool. Yeah group unit/building were the keys I was wondering about. Thanks :)

:D  That's what I'm here for!

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Re: [S.A.D.] Progress 2010
« Reply #288 on: September 02, 2010, 11:55:45 am »
Well, back to the "Terrible screen resolution" problem.  In normal circumstances, the money/food amount will be displayed at the bottom of the screen.  When the cursor is over a building or when a horizontal menu is displayed, the money/food amount will be displayed above the menu or information box.  When a user is displaying a 3x3 menu, only the money (and oxygen for the Tosonians) will be displayed, and that will be at the bottom of the screen.  This is because there is no 3x3 menu where a knowledge of food count is necessary.

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #289 on: September 02, 2010, 01:57:11 pm »
Sounds good to me. :)

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #290 on: September 02, 2010, 02:41:39 pm »
DJ, I made this screenshot with you in mind.  :D

Now, I have to write the program to adjust the map in cursor mode so that the cursor won't be hidden under the bar.

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Re: [S.A.D.] Progress 2010
« Reply #291 on: September 02, 2010, 02:50:30 pm »
Nice! I wonder if the white bar height could be reduced a bit, though, where the food icon ends? Maybe the money/food count could be moved one pixel up as well, since there is a lot of white empty space above compared to below.

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Re: [S.A.D.] Progress 2010
« Reply #292 on: September 02, 2010, 02:56:26 pm »
Nice! I wonder if the white bar height could be reduced a bit, though, where the food icon ends? Maybe the money/food count could be moved one pixel up as well, since there is a lot of white empty space above compared to below.

That's due to the lobster.  I'm pretty sure that I can shave one pixel off of the top.  But everything else requires rewritting the user interface for everything (including menus), and I'm not ready to do that.  The only other option is replacing the lobster with something else.

EDIT: I shaved off one white pixel.  Any more than that, and either the text will be hard to read, or it's "Cook the lobster and replace it with another icon."
« Last Edit: September 02, 2010, 03:34:13 pm by Hot_Dog »

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #293 on: September 03, 2010, 12:39:34 am »
"Cook the lobster and replace it with another icon."
I lol'ed at this sentence ;D

They taste very good ;D

J/k I understand. Better make sure the text remains easy to read. :)

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #294 on: September 03, 2010, 02:29:41 pm »
You can now download S.A.D. Alpha 3 to test with the Nspire 84+ emulator.  I have set the speed to 15 MHz because of the Nspire slow emulation speed.

Please report any bugs you find with incompatability in the subforum meant for bug reports.  Above all, try very hard to tell me what exactly caused the bug.  For instance, the program could crash every time you place a building, so please tell me that.

Finally, a bag of Rick Astley peanuts goes to the first person who tells me the following:
--------------------------------------------------------------------------------------

1.  Press Y=, and start at the upper-right hand corner of the map.  On your Nspire 84+ emulator, time yourself: how long does it take to reach the other side of the map by scrolling only to the right?
2. Build a refinery, and time yourself.  How long does it take for the refinery to build?

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #295 on: September 03, 2010, 06:14:42 pm »
I got a TI-Nspire OS 2.0.1 atm. I'll try later I think.

Btw it would be good if people tried in 1.1, 1.7 and 2.1 too, the 3 most used OSes besides 2.0.1, because I think on older OSes the speed is different.

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Re: [S.A.D.] Progress 2010
« Reply #296 on: September 03, 2010, 06:17:42 pm »
True. I'm using 2.0.1 and I think the speed is identical, although I am using a computer emulator, nspire_emu_026

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Re: [S.A.D.] Progress 2010
« Reply #297 on: September 03, 2010, 06:49:15 pm »
I think the emu isn't accurate speed, but from what I could notice, Supersonic Ball runs at the exact same speed on 2.0.1 as on a real 83+. However, if I go in 15 MHz mode, I barely see any speed difference, while on an actual 84+, it runs more than twice faster.

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Re: [S.A.D.] Progress 2010
« Reply #298 on: September 03, 2010, 06:59:10 pm »
Gotcha.  And that's good, because then the 15 Mhz won't be way-too-fast for people testing it.  I'm going to leave the OS testing for people running the calcs, and use the emulator just to test compatibility.

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Re: [S.A.D.] Progress 2010
« Reply #299 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.