Author Topic: Armoured Commander: WW2 Tank Commander Roguelike  (Read 212886 times)

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #180 on: May 31, 2015, 11:11:41 AM »
Fits perfectly, thank you so much! :)

You're welcome! I resized the display consoles to fit the new screen size, and most of the rendering code already takes into account the screen height, but if you spot anything that doesn't render properly please let me know.

Unfortunately I keep changing campaign object variables, so savegames can't be transferred to newer versions of the game, but I think these are valuable changes, so for the near future if you want to play a long campaign you'll have to stick with the same game version and forgo updates for a bit.

panzerdiesel

  • Newcomer
  • Posts: 10
  • Karma: +0/-0
  • Advanced Panzer Leader
    • View Profile
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #181 on: May 31, 2015, 01:10:32 PM »
Fine! I think with the fullscreen mode you get a plus of immersion while playing. And the text is better readable. Can't wait to start a new game of ArmCom. 8)

Avagart

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 567
  • Karma: +0/-0
    • View Profile
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #182 on: May 31, 2015, 11:58:43 PM »
Some small issues (not connected to screen size).

Still is possible to load more than max cap of ammo in preparing screen. In game, amount of ammo are replaced by another value, but - still not correct value. I loaded more than 70 ammo in general slot (maybe 77?...) then move 6 of them to ready rack and cannot load more to RR slot (then, maybe, 71 in general... I check it later). When I moved to campaign screen, in ready rack I had 6/6 ammo, and in general slot I had 61/65 ammo. It's a bit strange...

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #183 on: June 01, 2015, 06:34:23 AM »
The ability to load up to 30 extra rounds of main gun ammo above your max was just added in Alpha 7.3 - note that the more extra ammo you have, the more likely it is that your tank will explode when knocked out, killing all your crew!

As for the strange numbers in the campaign screen, note that you always expend a random amount of time and HE shells heading to your start area in the morning. There is a screen telling you how much of each has been used up just before you enter the campaign day map.

I've gotten into the habit of loading about 15-20 extra HE shells, knowing that I will likely use them before I take a hit.

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #184 on: June 08, 2015, 10:17:28 AM »
Just uploaded Alpha 8, full changelog is available on the project development blog:

http://www.armouredcommander.com/blog/

Download: http://www.armouredcommander.com/downloads.html

Also, just noticed: I've made over 100 posts! This project has come a long way since February.

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #185 on: June 14, 2015, 03:35:58 PM »
Alpha 8.2 is up for download, now featuring completely new sound effects and a number of changes and/or improvements. One big change is that the game will no longer permit loading savegame files that were created with previous versions of the program. This should prevent a number of bugs and crashes that are simply the result of me changing the variables stored in game objects all the time. In future releases, if an older savegame would be compatible, I'll mark it as a subversion and the game will know to let you load the old savegame.

http://www.armouredcommander.com/downloads.html

Farseli

  • Newcomer
  • Posts: 1
  • Karma: +0/-0
    • View Profile
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #186 on: June 26, 2015, 05:45:45 AM »
Thanks for directing me here Rev_Sudasana. Something about counterattack missions gives me just the right feeling of, "Come on, set already! I hope this is their last wave...." and it sounds like you are going in the right direction with this.

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #187 on: June 26, 2015, 05:51:12 AM »
Thanks! My plan for counterattack missions for the future is to have the enemy actually advance into the map, taking over friendly map areas, and allow the player to fall back to another friendly area if they become surrounded. If the other map areas around you are all enemy-controlled, then you'll start battles with no controlled sectors and will have enemy units spawning in all around you. Also you'll lose VP for every area lost, but this will be balanced by bonus VP for holding areas successfully. You'll also need to keep a path open to friendly lines to be able to resupply.

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #188 on: July 16, 2015, 07:20:40 PM »
Alpha 8.3 is now available for download. This one has a lot of changes behind the scenes, as I have moved to an XML storage system for campaign information, preparing for the future addition of more campaigns to choose from. Full changelog is available on the dev blog. Now that the main campaign data has been moved to an external file, I'm closer to being able to implement additional campaigns for the game, the first of which will follow the Canadian 4th Armoured Division through France, Belgium, and the Netherlands. I still have some work to do before the 'Canada's Best' campaign is ready to go, however.

The next few updates will be more 'sound and vision' in nature (animations, graphics, sound effects), so I should have more interesting screenshots to show for those. Luckily these shouldn't break compatibility with the core 8.3 branch, so players can continue their campaigns with additional features and don't have to start over with each new release.

Download: http://www.armouredcommander.com/downloads.html
Dev Blog: http://www.armouredcommander.com/blog/

Edit: There was a CTD bug in Alpha 8.3, fixed in Alpha 8.31, does not break saved game compatibility if you had already started a new campaign.
« Last Edit: July 17, 2015, 06:52:38 AM by Rev_Sudasana »

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #189 on: July 21, 2015, 07:37:03 PM »
Alpha 8.32 is up! New animations, sounds, bugfixes, and images for some (but not yet all) in-game units.

http://www.armouredcommander.com/downloads.html

chooseusername

  • Rogueliker
  • ***
  • Posts: 329
  • Karma: +0/-0
    • View Profile
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #190 on: July 21, 2015, 11:32:15 PM »
Alpha 8.32 is up! New animations, sounds, bugfixes, and images for some (but not yet all) in-game units.

http://www.armouredcommander.com/downloads.html
Keep up the good work.  Why did you leave reddit?  Was it to do with the people being banned for hating on fat people and that being censorship?  Are you back there yet for sharing saturdays?

Ferret

  • Rogueliker
  • ***
  • Posts: 122
  • Karma: +1/-0
    • View Profile
    • Demon: A monster collection roguelike
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #191 on: July 22, 2015, 02:46:54 AM »
Keep up the good work.  Why did you leave reddit?  Was it to do with the people being banned for hating on fat people and that being censorship?  Are you back there yet for sharing saturdays?

We do miss you over there. :) ArmCom is really impressive and you wrote great SS write-ups about your progress. But, if you felt like you had to go over what happened, I can respect that. Just wanted to chime in that you're definitely missed.

rosteroster

  • Newcomer
  • Posts: 5
  • Karma: +0/-0
    • View Profile
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #192 on: July 22, 2015, 03:14:22 AM »
Not sure if mentioned yet, but there's a typo on the mission description for day August 4th, 1944. You wrote "signla" instead of "signal".

Rev_Sudasana

  • Rogueliker
  • ***
  • Posts: 175
  • Karma: +0/-0
    • View Profile
    • Armoured Commander
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #193 on: July 22, 2015, 07:00:21 AM »
Not sure if mentioned yet, but there's a typo on the mission description for day August 4th, 1944. You wrote "signla" instead of "signal".

Thanks, fixed!

Keep up the good work.  Why did you leave reddit?  Was it to do with the people being banned for hating on fat people and that being censorship?  Are you back there yet for sharing saturdays?

We do miss you over there. :) ArmCom is really impressive and you wrote great SS write-ups about your progress. But, if you felt like you had to go over what happened, I can respect that. Just wanted to chime in that you're definitely missed.

I left because I just didn't want to interact with the site any more. I wasn't involved in any of the banned sites but I felt that it had a chilling effect on the kind of discussion environment that the site was originally intended to support, at least in my understanding. Unfortunately deleting my account meant I couldn't participate in /roguelikedev. It's a shame, but honestly that subreddit is the only thing I miss after leaving.

Kyzrati

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 508
  • Karma: +0/-0
    • View Profile
    • Grid Sage Games
    • Email
Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #194 on: July 23, 2015, 02:11:11 AM »
I left because I just didn't want to interact with the site any more. I wasn't involved in any of the banned sites but I felt that it had a chilling effect on the kind of discussion environment that the site was originally intended to support, at least in my understanding. Unfortunately deleting my account meant I couldn't participate in /roguelikedev. It's a shame, but honestly that subreddit is the only thing I miss after leaving.
Thirding that we miss you. I keep imagining you might pop up some time even though you'd already explained your departure :(

I only ever use Reddit for /r/roguelikes, /r/roguelikedev, and the occasional /r/gamedev. In fact, I haven't even "subbed" to these--I just go there directly. (Well, I guess I have my own sub now, too...)

The problem is, that's where everyone is, and that's not an easy thing to change. Voat will never be a perfect alternative, because it will encounter the same issues that come with scale. Not now as a fledgling site (Reddit was fine for so many years!), but at some point in the future. It's inevitable.

(Not to derail your thread here with discussion of this issue, but we enjoyed your participation over there, and it gets more traffic than the Temple...)

Anyway, back to making roguelikes!