Balk
Full Member
Posts: 202
|
PC Game
Sept 20, 2012 19:59:15 GMT -8
Post by Balk on Sept 20, 2012 19:59:15 GMT -8
Meters resized to match the size of the pod icons I already had. I guess it'll work.
|
|
|
PC Game
Sept 21, 2012 15:17:20 GMT -8
Post by Gravedust on Sept 21, 2012 15:17:20 GMT -8
Hotsauce! Looks great! Sorry I've been lagging with the unit cards, I've been working on that comic on the evenings most of this week. =P
|
|
|
PC Game
Sept 26, 2012 13:37:45 GMT -8
Post by Gravedust on Sept 26, 2012 13:37:45 GMT -8
Howdy, sorry for the lapse in communication… I am still working on the unit cards, but I'm a bit busy putting the next map together (making good progress, though tomorrow and friday may be busy) and while I've got things mostly laid out how for the cards I'm doing an annoying designer thing where I can tell there is there is something not QUITE right but I'm not sure what it is… So I spend 30 minutes staring at it and frowning, move a single thing 1 pixel to the left, stare at it again for another half-hour, then move it back and start all over again. Anyway… I expect that once I'm done with the map I'll have more time to mess with it and get it sorted out. In the meantime though I did have the thought that since the unit bars at the top now show basic info for all the units, they should also probably show mow many Actions each one has remaining… Mebs something along these lines? (both showing 1 action used, 2 remaining) Or whatever works/fits with what you have. (I know you just did them, sorry I didn't think of this a bit sooner. =P )
|
|
Balk
Full Member
Posts: 202
|
PC Game
Sept 26, 2012 18:02:12 GMT -8
Post by Balk on Sept 26, 2012 18:02:12 GMT -8
Yeah... stationary targets are easier to hit. I did put those little action lights in, though. Working on special melee attacks now... the disable weapon effect and the -20 to most stats effect are in. Next is the pushback. There's enough conditions there to make room for a few interesting bugs, so we'll see what happens once I start testing it. Will probably finish the melee stuff over the weekend, and hacking might take another week or so. So no worries if the unit cards take longer, I've got some other stuff to work on.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Sept 27, 2012 19:32:28 GMT -8
Post by Balk on Sept 27, 2012 19:32:28 GMT -8
Next is the pushback. There's enough conditions there to make room for a few interesting bugs, so we'll see what happens once I start testing it. Let's give it a shot, shall we? Our pal Twoie will be doing the pushing today. I don't feel like moving anybody, so he'll attack from his current position. Pick the melee type, blah blah blah. Thinking about this logically, I'd expect the pushback to fail, since my pod is up against a 2-height wall. But, well... things got interesting. I got pushed from the 0-height ground next to the building up to the 3-height roof. Shoryuken! Or something. ;D I thought I had a bug somewhere, but checking the rulepost in the SA thread again: ...it doesn't say you can't punch/kick a pod up on top of a building. So I'm gonna leave this in for now, unless you want to add another clause to the rule, Grave.
|
|
|
PC Game
Sept 28, 2012 8:33:06 GMT -8
Post by Gravedust on Sept 28, 2012 8:33:06 GMT -8
Haha.. Whoops.. Yeah that's not intended.. I'll have to put yet another exception into that. Probably to the effect that you can push units across upward terrain height changes of 1 but not 2 or higher, and not over walls.
|
|
|
PC Game
Oct 2, 2012 14:46:32 GMT -8
Post by Gravedust on Oct 2, 2012 14:46:32 GMT -8
Okay.. So here's what I got: The action-y buttons are on the left (designated by the arrow shape that is meant to differentiate them from the entries that are just info, like Size, Jumpsig, regen. The entire thing got a little bit taller, basically as much room as was needed to fit the Action and Volley buttons, but that's about it. If that looks like something thats workable for ya, let me know and I'll put up a big, deconstructed version.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Oct 2, 2012 15:24:13 GMT -8
Post by Balk on Oct 2, 2012 15:24:13 GMT -8
Looks good to me! Thanks!
|
|
|
PC Game
Oct 3, 2012 12:41:22 GMT -8
Post by Gravedust on Oct 3, 2012 12:41:22 GMT -8
Mmkay then. ;D Bloop: Let me know if you need anything else/different.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Oct 3, 2012 14:49:23 GMT -8
Post by Balk on Oct 3, 2012 14:49:23 GMT -8
I think that'll work fine - I just need to resize it so it doesn't cover half the screen. Thanks again!
|
|
|
PC Game
Oct 3, 2012 15:40:26 GMT -8
Post by Gravedust on Oct 3, 2012 15:40:26 GMT -8
Ja ja.. I made it big for ease of selecting if you need to chop it into bits. But I can make it whatever size you need, just get me ze dimensions.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Oct 4, 2012 18:54:48 GMT -8
Post by Balk on Oct 4, 2012 18:54:48 GMT -8
Just thought of something as I was working on this - what part of the card would you click to allocate XP and recharge shields?
|
|
|
PC Game
Oct 5, 2012 22:06:32 GMT -8
Post by Gravedust on Oct 5, 2012 22:06:32 GMT -8
I was thinking for stats anywhere on the stat screen, and for Shields on the bar where your shields are displayed. If It needs to be different, though, then I'm sure I can rig something else up.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Oct 8, 2012 19:11:26 GMT -8
Post by Balk on Oct 8, 2012 19:11:26 GMT -8
Nah, that'll work. I was wondering if you thought it was worth adding more arrow-style buttons, but what you described sounds fine. I put in the new card... just have make it do stuff when you click the appropriate areas. I'll probably work on that over the next day or so, then it's (finally) on to hacking.
|
|
|
PC Game
Oct 9, 2012 15:26:19 GMT -8
Post by Gravedust on Oct 9, 2012 15:26:19 GMT -8
Cool! Lookinz good. ;D
|
|
Balk
Full Member
Posts: 202
|
PC Game
Oct 16, 2012 18:27:03 GMT -8
Post by Balk on Oct 16, 2012 18:27:03 GMT -8
All right. New status window is in, special melee attacks are in, hacking effects are in. If you'd like to take the latest demo version for a spin, you can find it here: **see next post for updated link** It's a B404 vs. Mizco match on the Shangri-La map from the SA thread, using some randomly selected new pods: Be careful, all traps are live! Let me run down the new stuff... on the left side of the screen, there's an "i" button below the End Turn button. It's used for checking terrain info. Click on it and mouse over a square, and the message window will show basic information about that space. Height, cover, movement cost, etc. are pretty straightforward. Move Restriction will tell you if there are special restrictions that would keep you from moving through spaces you otherwise could, like the solar towers from the factory mission. If there's a terrain hazard at that space, such as mines, it will be described at the bottom of the window. Certain traps will not be identified, though... You can go back to the normal view by clicking the button again, or by selecting a pod to do something. Hacking. The new way of using a weapon is the same as the old way - just click the weapon's name. You'll then get a window where you can pick a hacking effect to try. Information about the difficulty of the effect your mouse is over and a description of what it does will be shown at the bottom of the screen. Picking a target is similar to direct fire attacks. The window at the bottom of the screen will show you information about the hack and your target. The hacker's Hack stat is listed as Skill, and the target's Hack stat is listed as Defense. If the hack has a constant difficulty (like disable weapon), the odds of success will be listed as Hit. If the odds depend on the magnitude of the effect (like the stat disruption hacks), you'll get a formula instead. Whatever you're trying to hack (accuracy, movement, energy, etc.) will also be listed. When you click on your target, the hacking attempt will either be made right away, or you'll be prompted to enter the magnitude of the effect. The exact odds of the hack will be displayed as you adjust the number. I think that's it! Give it a try if you want. Anyone who does, please let me know if you run into any bugs or see a rule that wasn't implemented correctly. Next on my agenda is support for starting a game from scratch - selecting a map, number of sides, pods and pilots - and actually saving the game. No ETA on that, though. I have class starting up next week, so updates will probably be getting less frequent.
|
|
|
PC Game
Oct 17, 2012 10:06:36 GMT -8
Post by Gravedust on Oct 17, 2012 10:06:36 GMT -8
AWESOME! I'll definitely give it a run tonight if time allows. Looks great. ;D
|
|
Balk
Full Member
Posts: 202
|
PC Game
Oct 18, 2012 15:01:23 GMT -8
Post by Balk on Oct 18, 2012 15:01:23 GMT -8
Thanks. If you used the link I posted earlier, get this version instead: ***another bad link removed***
(problem in the melee code, but it's fixed now)
|
|
|
PC Game
Oct 18, 2012 22:29:30 GMT -8
Post by Gravedust on Oct 18, 2012 22:29:30 GMT -8
Alas, but I'm getting an error box when I try to run it.
The first bit seems to be it not being able to find Images/Interface/battlepodtitle but the rest is pretty well incomprehensible to me.
(Why in the hell won't they let you copy them? =P)
The older version still seems to work fine, however.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Oct 19, 2012 13:26:30 GMT -8
Post by Balk on Oct 19, 2012 13:26:30 GMT -8
The older version does work. It's just that the hit rates for melee weapons are... not as advertised. Anyway. I re-uploaded it, downloaded it and checked both flavors of the game. It worked for me, but let me know if it gives you the same problem: ***link removed, see below for newer version***
|
|
|
PC Game
Oct 19, 2012 17:31:47 GMT -8
Post by Gravedust on Oct 19, 2012 17:31:47 GMT -8
Got it working! No idea what the issue was earlier. Don't have a lot of time to fiddle with it today but I'll get into it when I get the chance... What I've seen so far looks amazing though.
|
|
mydad
Full Member
Posts: 121
|
Post by mydad on Nov 4, 2012 4:13:27 GMT -8
Bug report: When you select a hack (total shutdown in my case) and change action to move while the range is shown, movement range covers the entire area covered by hacking range. Clicking anywhere in that range crashes the game.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Nov 4, 2012 10:13:17 GMT -8
Post by Balk on Nov 4, 2012 10:13:17 GMT -8
Thanks for catching that. I have an updated version with a fix for that bug, and a tweak to the movement cost for water on that map (it was too high by 1). Download link is: www.mediafire.com/?5i28snduijm8w80
|
|
Balk
Full Member
Posts: 202
|
PC Game
Dec 12, 2012 16:49:51 GMT -8
Post by Balk on Dec 12, 2012 16:49:51 GMT -8
It's been a year since I started this, huh? I think it's coming along ok, thanks to Grave and the rest of you guys for the support, recommendations, and bug reports. There's still some things I want to add, but they're not as interesting as the stuff that's already in... saving the game instead of making it possible to kick pods off rooftops, etc. That plus class starting up plus the holiday season plus a stack of new games to play means I haven't gotten much done since the last time I checked in. I'll try to pick this back up once I get a bit more time. With any luck I'll have a version with more features in mid-January, but we'll see how it goes.
|
|
|
PC Game
Dec 21, 2012 10:05:48 GMT -8
Post by Gravedust on Dec 21, 2012 10:05:48 GMT -8
Heya… I'm sorry so taking so god-awful long to get back to on this stuff… I've meant to do a proper writeup for two weeks now, but to be honest I've bitten off more than I can chew at the moment. =P Anyway I'm making time to do this now so it doesn't sliide off my radar again. Want to say first that I am incredibly happy with how well all this has been going so far, you're doing an amazing job and this is solidly beyond anything I expected to happen. Anyway… Like I said I wish I had time to do a more proper writeup, but here are some brief notes on what I noticed. Most of these are just usability notes. (and some of these may have been fixed already, I think my version is a few back. -_- ) - The little unit bars on top should probably include Signature bars as well. This is my fault pretty much, I somehow completely forgot about that when I specced them. -_- - When performing hacks, it would probably be more convenient to first show the deck's range (and therefore which targets are in range), have the player select a target, and -then- select the hack they want to use. - I was getting some weird results when building a path manually to get around some static mines, I'd wind up running over the mines anyway when the move executed. And that's it, pretty much. Everything else seems to work great, though I haven't had time to test things as much as I'd like. Again, thanks so much for working on this, it's been great watching things shape up and I hope you've been enjoying yourself as well. Looking forward to a January release if one happens, and If you like I'd be happy to start pimping your work in-thread to hopefully generate some more interest and more bug testers.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Jan 22, 2013 18:49:33 GMT -8
Post by Balk on Jan 22, 2013 18:49:33 GMT -8
I think I can squeeze a sig meter next to the rest of the info in the header. Reworking the hack select process shouldn't be too hard, either. Not sure what's up with the manual move - it works as expected for me, but there might be some very specific thing you have to do before problems happen that I just haven't found. Anyway, I'll probably save all that stuff for minor updates later on. I've been making progress on other things lately... saving and loading a game is now possible, and I'm in the middle of building screens so you can pick your own map/pods for a game instead of taking whatever I hard-code. Map Selection: Eh. Lots of wasted space and the buttons don't look all that great, but I'm no graphic designer. Functionality trumps aesthetics at this stage of development. The maximum players and units are totally arbitrary and can be set for each map. (I'm using "units" instead of "pods" there in the hope that I'll have assemblers or stationary turrets or gigantic space battlecrusiers as options eventually, but that's a bit of a long shot.) Player Selection: Hopefully this makes sense. Use the arrow buttons to pick an army for each player. Click a deployment slot to select it, and the pod in that slot is shown in the card in the top right. From there, use the buttons beside the card to change the pod or pilot. I'm still working on the piece that'll let you select a pod/pilot from the master list. For my own sanity, I'm assuming we won't have more than 4 sides in a particular skirmish and each side will have 12 pods or less. (Twice the normal amount for maps in the SA thread is a safe bet, right?) If all goes as planned, I'll have a new version that includes the above ready sometime over the weekend. Bear with me a little longer, folks.
|
|
Balk
Full Member
Posts: 202
|
PC Game
Jan 27, 2013 20:07:05 GMT -8
Post by Balk on Jan 27, 2013 20:07:05 GMT -8
As promised, here's the link where you can download the new version: www.mediafire.com/?huu98v301tv6ba1Continuing where I left off last time... after you pick the players, you pick the pods for each one. The little boxes under the army's name are your deployment slots. Click on one to select it (it'll turn green). Then, click the Change Unit button to change the pod assigned to that slot. You'll be taken to a list of all the available pods. Scroll up and down (with the arrow buttons or keys) to find the one that you want, then click the Select button on its card. Most of the pods that we've seen in the current ruleset are in there... the prebuilt SA pods, Mizco pods, killdozers, and a command pod or two. (Polyshields are working, but not the fancy guns.) Moving on - selecting a pilot is basically the same as selecting a pod. Click the deployment slot, then click Change Pilot to pick someone from the roster: Everyone fits on one screen! Just about every face we've seen in the SA campaign is there, just for the sake of variety. I made up stats for the people who haven't taken the field yet. I'm sure the SZA generals and the baron are underpowered, but oh well. You can always modify the stats of pilots (and pods) yourself... if anyone wants to know how to add/edit pods, pilots, or maps, let me know and I'll write a quick tutorial. Once you have two or more armies with pods, click Continue. You'll go to a screen where you can deploy your pods. Click on a pod's icon in the header, then click on the space where you want it to start. You can adjust its facing after you drop it. If you change your mind about where to put it, just click on it again to re-select it. The buttons at the side could also use some explaining. The green check mark is what you click when you're done deploying pods and want to start the game. The blue "i" is still for terrain information. Look back a few posts for an explanation. The button with the question mark over the purple pod is for looking at pod information, since clicking a pod's icon in the header lets you move it in this mode. So if you forget what kind of pod Orange 3 was, click that button to bring up its card. The button with the red power icon is for quitting - it'll take you back to the previous screen. I've also redone the buttons you see when you're playing the game: The red "E" has been replaced by a red arrow, but it's still used to end the current army's turn. The blue "i" is still terrain information. The disk is used to save the game. Standard save file dialog. The power icon quits the game and sends you back to the title screen. ...and that's all for now. There are still tweaks I'd like to make and new features I want to add - I've updated the first post to include the wish list. Life is going to get busier soon, so I don't think I'll have any major updates for a while. I'll probably have time to fix bugs if you guys find any, though. Let me know how it works!
|
|
|
PC Game
Jan 28, 2013 10:00:22 GMT -8
Post by Gravedust on Jan 28, 2013 10:00:22 GMT -8
*flails* FUCKING. AWESOME. Can't wait to give it a go.
|
|
|
PC Game
Jan 28, 2013 14:15:39 GMT -8
Post by Gravedust on Jan 28, 2013 14:15:39 GMT -8
Wanted to mention since you're into pilot stuff now: A while back I started working on a pilot portrait generator. Basically it's a bunch of layers with interchangeable hair, eyes, etc etc. I've got kind of a proof of concept working; it just needs a lot more work put into it to increase the options and such.. Here's a quick demo tho: The only really complex parts are the hairs, which take a bit more shading, and also incorporate a shadow on a separate layer than the hair itself. Stuff like eyes and noses/mouths are really easy to add. I also want to add accessories like glasses/visors, communicators, earrings, etc later on, along with different uniforms, etc. Something to work on when I got spare time, which at the moment looks like it won't be for a while. =P
|
|
|
PC Game
Jan 29, 2013 22:34:06 GMT -8
Post by Farseli on Jan 29, 2013 22:34:06 GMT -8
Oh man, I wanna play with a pilot generator and then have the whole thread flood you with our chosen pilot portraits! Of course, I'd wait until I could have green hair...
|
|