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PC Game
Jan 30, 2013 14:50:35 GMT -8
Post by Gravedust on Jan 30, 2013 14:50:35 GMT -8
Ehehe... Yeah, that'll be great. -_-
Actually though the brown default hair can be hue shifted to different colors, the two you see are the bottom were done using that method.
the biggest issue right now is the fact that there are only 4 hair, 4 eyes, and like 2 mouths. =P I'll eventually get around to doing more but with all the other stuff I'm working on (or late on) it probably won't happen for a while.
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Balk
Full Member
Posts: 202
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PC Game
Feb 10, 2013 17:35:46 GMT -8
Post by Balk on Feb 10, 2013 17:35:46 GMT -8
A new version is in the works and should be ready sometime this week. Nothing earth-shattering, just some of the minor features from my to-do list. Like pod numbers and little sig meters. ...and I'll probably steal those new portraits and add a few pilots while I'm at it.
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Balk
Full Member
Posts: 202
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PC Game
Feb 19, 2013 19:39:25 GMT -8
Post by Balk on Feb 19, 2013 19:39:25 GMT -8
Sorry about the holdup, folks. I wanted to include a new feature for the terrain info button with the rest of the stuff, but didn't get it done over the weekend. I think I can have something out this weekend, but it depends on my workload. Regarding the hacking changes... I think I'm going to take a wait-and-see approach and see what sticks before I change the code. Since the disruption hacks keep going back and forth between "pick any number you want" and "pick a Level X hack for Y points" I'll probably leave it as is for now. Unless it's definitely going to stay this way. Same goes for the change to Trojans. I would need to make the game a little smarter to handle that new rule (right now it doesn't track when the hacks were applied). Adding new pods is easy, though. I'll include the updated roster in the next release.
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captainbravo
Full Member
Vhiki readies Flame Breath!
Posts: 140
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PC Game
Feb 20, 2013 17:41:18 GMT -8
Post by captainbravo on Feb 20, 2013 17:41:18 GMT -8
How hard is it to retool things whenever a new update to the rules comes out? I mean, is a lot of stuff hardcoded in, and you have to go in and change up all kinds of code? Or do you just have to swap out a few formulas and it's all good?
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Balk
Full Member
Posts: 202
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PC Game
Feb 20, 2013 18:07:45 GMT -8
Post by Balk on Feb 20, 2013 18:07:45 GMT -8
It really depends on what the change is. If a hack difficulty goes from 100 to 125 or if missile damage is modified by the defender's evasion, that's just a quick change to a formula.
Brand new features like the special melee attacks are more work. I need to write the logic on the back end and probably update the UI so you can tell your pod to do the new thing.
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Balk
Full Member
Posts: 202
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PC Game
Feb 24, 2013 15:33:34 GMT -8
Post by Balk on Feb 24, 2013 15:33:34 GMT -8
Ok, new version is up for download: www.mediafire.com/?pvrcdiq3nde82tdHere's a list of what changed: - New pods and pilots have been added
- The Stack Aerodrome map is playable
- Signature meters have been added to the interface header
- Pods now have their numbers displayed on their map sprites
- The terrain info button will now show the tiles on which the selected position has LOS
- Wall tiles have been tweaked to
work correctly prevent pods from moving onto them from tiles that are 1 height lower, unlike regular tiles
- Pilots will now receive credit for kills during a game
- Size bonuses and hacking difficulties have been adjusted
- The hacking selection process has been tweaked so you select your target first, then the hack type
- Disruption hacks now require you to pick a level from 1-5 instead of the magnitude of the effect
- Trojans have not been revised yet - they will still always stack even if a higher one was applied earlier in the round
To explain a few of those in a bit more detail... when you click the terrain info button and mouse over a tile, the tiles you have LOS on from that spot will be highlighted in red. The hacking info display has also changed. When you're selecting a hack, if the type you mouse over has different levels (like disrupt accuracy, trojan, etc.), the "Hit" part of the message will show a range of odds - your chances of landing the highest level effect to the lowest level effect. In the example below, my odds of landing a Disrupt Sensors hack will be somewhere between 5% and 100%. 5% if I go for the highest level, 100% if I try a Level 1 hack. You now have to select the hack level instead of the magnitude of the effect, but it looks and works just about the same as it used to. That's all for now. As always, let me know if you run into any bugs.
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PC Game
Feb 25, 2013 12:38:30 GMT -8
Post by Gravedust on Feb 25, 2013 12:38:30 GMT -8
Schveet! I'll check it out as soon as I get a chance.
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Balk
Full Member
Posts: 202
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PC Game
Mar 30, 2013 12:38:07 GMT -8
Post by Balk on Mar 30, 2013 12:38:07 GMT -8
Since class is keeping me from getting much done on this, how about a quick tutorial on how to add pods to the game? (Eventually I'd like to have a proper interface for this, but for now you can mess with some of the game's files yourself to add them.) If you want a custom image for your new pod, the first thing you should do is get it ready. You will need a 80x65 image for the pod information card: ...and a 26x26 image for the status display at the top of the screen: If you don't want to bother with this, you can use the images that already exist. Either way, you will need to naivigate to the directory where the Battlepod game files are. If you're using the executable version, that will be wherever you saved the Battlepod_0_3_1/Executable folder. If you used the installable version, the directory where you should start will be something like C:/Users/<Your Username>/AppData/Local/Apps/2.0 Once you get there, the Battlepod stuff will be a couple levels deeper, in folders whose names are seemingly random jumbles of numbers and letters. (No, I don't know how Windows picks those names either.) Keep looking until you find the directory with Battlepod.exe. Once you're there, look for the Content folder. If you have custom images, go to Content/Images/Pods. Paste your 80x65 image into the Status folder and your 26x26 image into the Icons folder. Next, go to Content/Data and look for a file called Units.txt. This is the master pod list. An entry for a pod will look something like this: ===== TYPE Pod NAME Reaver Mk. 2 PICTURE Reaver ICON Reaver SPRITE Ravager SIZE 3 ARMOR 115 SHIELDS 21 MOVE 6 JUMP 2 JUMP_SIG 15 ENERGY 20 REGEN 20 STEALTH 10 MELEE_WEAPON 58 WEAPON ----- TYPE Autocannon NAME Medium Cannon DAMAGE 15 RANGE 12 SIGNATURE 5 AMMO 25 RECOIL 0/10/25 ----- ===== Hopefully that's pretty straightforward. A pods's info is surrounded by ===== separators. There's a label for each piece of information (NAME, ARMOR, etc.) and the line below the label has the value for that data. The best thing to do is find a pod that's similar to the one you want to add, copy and paste its info, and tweak as needed. Here's my new pod: ===== TYPE Pod NAME Reevee Mk. 1 PICTURE Reevee ICON Reevee SPRITE Ravager SIZE 3 ARMOR 130 SHIELDS 21 MOVE 7 JUMP 2 JUMP_SIG 15 ENERGY 20 REGEN 20 STEALTH 10 MELEE_WEAPON 20 WEAPON ----- TYPE Autocannon NAME Heavy Cannon DAMAGE 20 RANGE 12 SIGNATURE 5 AMMO 20 RECOIL 0/15/45 ----- ===== If you're using custom images, make sure what you put under PICTURE and ICON matches the filenames of the images you added to the Status and Icons folders. For example, if your image was called "Reevee.png", you would put "Reevee". Otherwise just use the picture from another pod, or put "None" if you don't want a picture at all. Make sure your pod has a unique NAME. If you re-use one, the game may get confused and crash. I also make no promises about what will happen if you enter absurd values - negative armor, a size of 9999, etc. (Although please tell me about it if it's funny.) If anybody has questions about how this works, fire away.
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Balk
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Posts: 202
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PC Game
May 24, 2013 16:30:58 GMT -8
Post by Balk on May 24, 2013 16:30:58 GMT -8
Yeah, I've been neglecting this lately. Sorry to anybody who may have wandered by looking for an update. There are still things I'd like to add, so don't kill this project off quite yet. Right now the plan is to swing for the fences and get some form of online play working, then move on to the details like destroyable terrain. I should have a new version available sometime this summer. Which is horribly vague, but it all depends on how much time and motivation I can muster up. Let's set mid-July as the target and see if I can make it.
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Balk
Full Member
Posts: 202
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PC Game
Aug 29, 2013 18:30:50 GMT -8
Post by Balk on Aug 29, 2013 18:30:50 GMT -8
I bet you all thought this was dead. I don't blame you.But... I started working on online play before the SA game shut down, and I didn't feel like leaving it half-finished. And since it would be a shame to just have it sit on my hard drive, here's a new version for anyone who wants more Battlepod: www.mediafire.com/?bxchbaa0z4p48zeThe big new thing is online play. You can play an offline game same as always, but if you click on the "Start a Network Game" option from the title screen, you'll go here: I'm even less thrilled with the interface then usual, but eh, it works. First thing to do is enter the number of people who will be playing (1-4) and which player you're going to be. Then click Start to make it start listening for connections. Click on the little pencil icon next to the Connect to IP field (so you can edit it), then type in the IP address of the person you're playing with. Click Connect (or press enter) and the game will try to connect. If the other guy is connecting to you, just start listening and wait. The game will show the other people's IP address in the list of players once a connection is made. If you can't connect, make sure your firewall isn't blocking the game. You may also need to set up port forwarding on your router (Battlepod will try to use port 14000). Once you've connected to all other players, click Continue to proceed to the next step (map selection). From there, it's basically the same as setting up an offline game. With two exceptions: Player 1 is the only one who gets to pick the map, and you (obviously) can't pick pods or pilots for teams you don't control. Oh, one more change. To make pod deployment easier for the game to handle, each map now has specific start locations for each player. For example, on the Stack Aerodrome map, Player 1 gets to start in the north while Player 2 starts in the south. When you select a pod, the spaces where you can deploy it will turn green. Like so: ...and with that, this thing is now pretty much dead. There's lots more stuff that would be fun to add, but I probably won't do anything else unless Battlepod starts up again. (Although if anyone tries this and runs into a show-stopping bug, let me know and I'll see what I can do. Hopefully that won't happen, but you know... no warranty.) And also let me know if you feel like playing a match! ;D
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PC Game
Sept 12, 2013 9:27:13 GMT -8
Post by Gravedust on Sept 12, 2013 9:27:13 GMT -8
Amazing as always. Thanks so much for all your hard work, sorry that in the end the final product from my end wasn't better. Still, hope you had fun fooling around on this. To be honest, your efforts kept me at things a little longer than I probably would have otherwise. And I had a few extremely gleeful moments fiddling around with the program and showing it off to a few of my friends. So, very sincerely, thank you again for all your hard work and general awesomeness.
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PC Game
Sept 15, 2013 10:46:23 GMT -8
Post by cokerpilot on Sept 15, 2013 10:46:23 GMT -8
Well now damn... Downloading this as soon as I get back to my own computer.
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