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Messages - Tzan

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151
I use Unity, it works fine.

152
7DRLs / Re: Snial Trial
« on: March 07, 2016, 09:04:36 PM »
AgingMinotaur bravely posts about intepid developer's glorious game log.

153
Incubator / Re: Would you play Pirate Rogue?
« on: March 07, 2016, 04:59:56 PM »
I only played the first version, 1987, on the Atari-ST.

https://en.wikipedia.org/wiki/Sid_Meier's_Pirates!
The Pirates game had the ships moving real time, pixel to pixel, maybe with 16 rotation angles, I dont remember exactly.

Shifting to a turn based system isnt hard, its been done before as a board game by Avalon Hill.
Wooden Ships & Iron Men, 1976.
Here is a copy of the rule book.
http://www.hasbro.com/common/instruct/7090001.PDF
They did it with hexagons, so I'm fairly certain you could do it with 8 directions.

Each ship sits in two spaces and rotates around the front space.
Could be a problem for pure ascii.
Also you can fake hexes with squares by using at least 2x2 characters to make 1 space, then stagger each column 1/2 a space.
You then have 6 adjacent spaces.


Maybe you have multi character spaces and the ship sits in just one "space".
So it doesnt overlap into another.

154
Incubator / Re: Would you play Pirate Rogue?
« on: March 06, 2016, 03:33:33 PM »
PIRATES! GOLD PLUS
When you hit the "Read more" link:

"Includes the 1987 original Sid Meier's Pirates! and 1993's Pirates! Gold."

155
Incubator / Re: Would you play Pirate Rogue?
« on: March 05, 2016, 04:41:47 PM »
I would make the graphics smaller so you can see where the enemy ships are, so you can steer yours in anticipation of where they are going.

Just using text to say when to fire removes all the possible tactics from maneuvering, which is what ship combat is.
You could make a ship version that is even larger than you show to do boarding fights.

I did play Pirates and recently the Assassins Creed sailing game.

Good Luck!

156
Incubator / Re: My Rouge Like Pixel Art
« on: March 02, 2016, 04:59:27 PM »
These tiles look quite "stuffed" which means there are lot of details and colors in each tile.

Thats a good point.

You can really see it in the floor tiles of buildings.
The wood planks are good, darker and simple, characters are easy to see.
The other rooms like the bank, the floor is brighter and lots of detail.

157
Incubator / Re: My Rouge Like Pixel Art
« on: March 01, 2016, 06:19:02 PM »
These look really good!
I'm not in the market for tiles.
I do know how much work goes into this, I've done quite a bit of pixel art over the years.

I would suggest looking into selling this on the Unity Asset Store.

Maybe do a two tier system.

1- A small set of tiles just grass, 2 trees, one set of wall pieces 3 characters.
Give for free or $5 -$10, so people have something to prototype with.

2- Full Set Pro version, whatever price, no idea really. ( $20 - $50 ? )

158
Programming / Re: Simple, stable, energy system
« on: February 29, 2016, 10:07:25 PM »
Whats being described by Kodiologist is exactly what I am planning to do.
Friends of mine "invented" that in the 1970's to replace the D&D move system.

In D&D a guy could run away several spaces then a chaser could run up behind and hit him, move+action= 1 turn.
So the guy just running could never get away. Mike really hated that, because he was always running away  :)

We used a sheet of graph paper and blank 1/2 inch counters from Avalon Hill wargames to make a time chart.
Fast actors at the top, slow and npc creatures at the bottom, all aligned in the far left column to start.
Swing a sword now, move the counter 3 spaces to the right etc...
Walk 1 space, move counter 1 space.
Run 2 spaces, move counter 1 space.

You could increase a skill to swing swords faster, even to get 2 swings per time count.

Our time was 1 count per 1 second of simulated time.
Milliseconds seems excessive for paper and pencil play, but no big deal for a computer.


159
I played the Atari ST version back then.
On the title screen you'll see "1986".

If you watch, you'll see some monster graphics, including the ice monster.
Not the very first version, but probably the nicest looking version.

https://www.youtube.com/watch?v=yi4VZAR6Elk

160
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: February 10, 2016, 08:44:34 PM »
Yeah I wasn't expecting you to change anything as you had already mentioned you had fixed all the odd conditions.

161
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: February 09, 2016, 11:21:25 PM »
The player is always at the center zone.
If an NPC wanted to leave the 3x3 it would be at least 1 zone away.
When it enters an unloaded zone, just instantly assume its at its destination on time.
I would probably use 100 not 200 for unseen movement. The player will never see it.

If the player moved to follow him and even was faster, it wouldnt matter because the NPC destination zone would load as soon as the player entered the adjacent zone. He could follow like normal and even catch up if he was faster.

I wouldnt even bother resolving where in the newly loaded zone he is because the player is at least 200 spaces away.

162
Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: February 08, 2016, 05:52:20 PM »
Quote
To further illustrate this point, here are some examples of the scenarios that can arise:

In an MMO all these issues are solved by spawning a 3x3 grid of zones.
I worked at Turbine for a while, they call them land blocks, which are 160 meters.
So if you stand at the edge you need to see creatures in the next area, so they need to be spawned.
In most MMOs NPCs never leave their land block.
Some important elite creatures in World of Warcraft seem to cross over but I dont know how they parse their maps. But its just one guy per big area.



163
I was thinking of doing AI this year. Are there any topics you'd be more interested in?

I think that AI would be a good subject to cover.

I looked at the Angry Ant Behave system, but I need to get working objects set up first.
So I haven't done anything with it yet.
I have read a bit about behavior trees.

164
On a different subject.

Thanks for the talk you did on component systems.
Years ago I had read the Dungeon Siege thing but didnt really "get it".
Getting to see even those few code snippets you had really helped.

Thanks!

165
Here is a link to the Dropbox transfer policy:
https://www.dropbox.com/en/help/4204
Free is 20 GB / day
Paid is 200 GB / day

When a web host sells you  space for $5 to $10 and says its unlimited transfer, its a lie.
Its a shared host computer and your site needs to play nice.
You cant have massive traffic like Facebook and expect to pay $5 per month, so its not unlimited.
An information site for a game is fine.

I set mine up recently with MDD Hosting and I have 250GB/month transfer, for the Basic account $7.50/month.
I have a link on my download page that grabs the file from Dropbox.
I set up Google Analytics and set an Event on that link so I can count the clicks on it.
Dropbox has NO available stats, not sure why.

I found this site very helpful.
https://www.reviewhell.com/web-hosting-guide/

You should probably read this too.
https://www.reviewhell.com/blog/endurance-international-group-eig-hosting/

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