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Messages - Tzan

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Early Dev / Re: The Brikverse
« on: December 26, 2015, 04:30:39 PM »
I was working on the concept for this in Jan 2008.

You spent seven years to create a map editor? And they tell I'm slow.

Actually I've spent seven years making part of an editor, its not done yet.  :P
I wish I could work on it full time, but I live alone and need to pay the bills and also play games.
Playing games takes a surprising amount of free time.

Early Dev / Re: The Brikverse
« on: December 26, 2015, 01:51:12 AM »
I was working on the concept for this in Jan 2008.
The first line of code for minecraft was in mid 2009.
Minecraft is a sandbox, I dont like sandboxes. So this is more like a roguelike or tactics style.
The first page on the web site explains that.
I did play some Minecraft for one or two days in 2010, I got bored clicking on things pretty quick.
Modifying terrain isnt a game, my editor is a tool to make a map.
I have a 5 space x 5 space brush you can swipe around and change things over large areas.

Its not Lego, it is a plastic construction toy world. You know, like MegaBloks  ;D
There are no Lego parts here.

The terrain height is in increments of 3", so it can create smooth hills.
The sides stay green up to a 12" step, so you don't see so much brown.

No virtual currency, but the idea is to get paid one day, free demo versions before that.

I made an action system that means a key and a screen button are linked to a single action class.
This was my test button, the "p" key also activates the action. Some text appears in the bottom panel.

I havent seen Enemy, will take a look.

Early Dev / Re: The Brikverse
« on: December 24, 2015, 06:26:14 PM »
Thanks, I think it looks pretty good too, it can only get better.  ;D

Off-topic (Locked) / Re: Chaos Reborn aka Julian Gollop Returns
« on: December 24, 2015, 04:44:53 PM »
I liked Laser Squad too.
The problem for me was when you needed to control 20 guys, just too many.

Early Dev / The Brikverse
« on: December 23, 2015, 08:39:34 PM »
So I've been making a web site and forums over the last month.
I did a theme change on the SMF forum to match the web site.

Its really just a terrain editor demo at the moment, no real game stuff.

Temple of the Roguelike / Re: Maintenance Tasks
« on: December 17, 2015, 07:30:50 PM »
I just spent about 30 hours modifying the SMF Curves theme to match my web page.

It looks like you changed the main image to gray but didnt change the post areas from that blue.
Its not easy to find where to change those.

So if you want an all gray look let me know and I'll show you what lines to change.
Or maybe you got used to the blue with gray edges?

Early Dev / Re: Ultima Ratio Regum (v 0.7 released, 18th April!)
« on: December 16, 2015, 11:43:10 PM »
The first 4 at the top.
I saw them, then immediately thought, Oh nice rugs!   :)

Early Dev / Re: Land of Strangers
« on: December 13, 2015, 12:42:29 AM »
edit: Looking at first row of images - these on left could be a bit bigger.

Yes, bigger would be good, almost fill the hex.
Also increase the line thickness, or simplify the drawings a bit.
Make them bold compared to thin.

The pick is a good example of a simplified drawing, solid areas, it could be thicker.
Versus the knife which is fairly complex with thin lines.

Early Dev / Re: Land of Strangers
« on: December 12, 2015, 04:49:09 PM »
Left  :)

Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Alpha 4b)
« on: December 12, 2015, 04:37:01 AM »
Cool explosion!

I keep track of my hours for regular work.
But just a few weeks ago I started keeping track of dev hours too.
I'm not full time though.

Good luck with the voting.

Programming / Re: question regarding time management
« on: November 19, 2015, 04:47:31 PM »
Looks like you understand perfectly.

Programming / Re: question regarding time management
« on: November 15, 2015, 04:32:15 PM »
You should take a look at two things: Vector and List.

A Vector is a dynamically resized array.
You would need to check each unit in the entire Vector every click, to see if any unit was up to act on that click.
You would just add a unit to the Vector and not care where it got placed.
You could add the player at the head of the Vector, so the player will always win ties for who is up to act that click.

List is a doubly linked list
So when you add an element you do it as an Insertion Sort priority que.
You use the click that the unit is up to act next as the value to check and insert at the right place.
When you get the next unit up to act, the List is already sorted so you just get the unit at the head of the list.

For a turn based game it doesn't really matter which you use, just pick the one you feel comfortable with.

Off-topic (Locked) / Re: What do you think about steam?
« on: November 12, 2015, 04:52:57 PM »
I think its great!
For the big games like Skyrim and Starcraft you buy the box somewhere.
For smaller games like FTL, Bastion, Child of Light, you go to Steam.

For a developer just handing off to Steam makes all the distribution and payments easy.
One less thing to worry about.

The achievements are fun to try and get when it isn't just hitting a checkpoint.
The trading cards seem pointless.


Good luck with everything.

Design / Re: Sorting order of inventory
« on: November 10, 2015, 05:55:13 PM »
I see you need help with sorting.

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