djcityscapes

djcityscapes

Joined Member # 3969095
6 Posts 170 Replies 713 Reputation

That is perfect! Nicely done! A common complaint I keep getting is that the sectors feel crowded. I'm thinking about mounting the camera to the ship when it gets to the edge or just leave it mounted all of the time. This way what you see now is like a viewport on 60% of the sector. You would have to move the ship to find the edges. Is that something you think is worth the effort?

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Ah, the dove of neutrality! Looks like the kind of ship peaceful elves would produce. I'm trying to figure out a way to give the player something to do in the early game when you're just sitting there waiting for the resources to tick up. Maybe that is when the peaceful alien should show up (about 3 minutes into the game). After the dialog, he leaves and you find him again in sector 4?

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Wow, I love the stun beam idea! Also, something I haven't published yet because I'm still testing it is the "Fire All Guns" key. This is awesome for the Dreadnaut. hit ; to try it out (I think its active in v1.44). Please verify that all of your colonies have survived. A few versions ago, I added a green marker around sectors you actually own on the minimap. Its common to lose a colony in sector 3 or 4 by the time you get to the end. Hopefully, you have a saved game you can check.

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Indeed, well done! I love how it is totally different. How do you come up with this stuff? Today, I addressed most of the little issues you raised (tech icons, labels, sector lanes). I may upload that version later this evening before I work on the formation editor (funny how I keep putting that off). I wonder when the tank should appear: available from the start or maybe a reward for establishing contact with neutral alien race? I like the idea of making this a reward of some kind.</

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Great suggestions! I'll start chipping away at that. I think I'll remove the brute animation altogether. All it adds to the game is overhead. I assume you had no performance issues prior to adding that animation.

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Fangorodrim.zip (13 megs) v1.42 is uploaded. There are lots of changes. The most obvious is you now have a choice of ships (elf or barbarian). Todo: -Alien Ghost -Fleet Formation editor

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Oh yeah, cool! Imagine entering a sector and a mob of these come at you with their hybrid technology, fire off a round and then disappear. Then they reappear and take more shots. The laser might be the only way to defeat these guys.

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I like it! This is really getting exciting! This guy will have 1 engine to explain the lack of maneuverability. Starting Health = 200 Cannon and missile launcher? Btw, its possible to finish the game with Survey and not find the laser. I changed the name of the sector 4 alien to Juggernaut (the png file still says wraith). did you get my PM?

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My son, Luke, had the idea of a Wraith alien that would take shots and disappear randomly. Btw, does the laser not work even after you found the tech for it?

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burningpet, I think it looks great! As far as what's next, you can do what you've been doing and work on stuff that you think doesn't fit. I could use a circular Formation Editor screen otherwise it will be a plain blue circle. I like the idea of more fleet and alien variations. I had the idea today of giving the player a choice of ships on the preferences screen at the start of the game: (1) less nimble & armored style (strafing turned off, 1 extra weapon) or (2) more nimble, les

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The laser is tech you find with Survey Research (speed boost, cruiser, laser, teleport, regeneration). If you have laser tech and the / still does nothing then that is a major problem.

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It's darker because the alpha is turned down a bit, not by much tho. I'll turn it up a little in the next version. I agree with getting rid of the gap, if possible. I think removing the icon labels is worth a try, which doesn't change the build bar, but the research bar can be shortened to about 750. Yeah, I wish we could get more opinions. I wonder now if the laser is overpowered.

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v1.40 with all new interface (thanks to burningpet): Fangorodrim.zip (13 megs) I'm still working on the Formation Editor.

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The best pixel size to make things fit are: build: 150 x 615 research: 840 x 150 Thanks again!

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Hmmm, well these are too fat and too short to fit all of the icons in a line. I can try to work on lengthening the real estate I need, but the end parts will be warped a bit.

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Wow, great work! I miss the tubes, but I can see how retracting them would be a problem. The brute is set on 7 frames/sec. I'll let you know when v139 is ready. I'm getting serious about the Formation Editor this weekend. Probably in 140.

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Its working in-game. It was rather a pain because all of the aliens have to be animated (it was much more work to create a separate alienclass). The other aliens have 2 identical frames, so you can't notice. The Brute's animation is kind of shaky but I think it looks really cool. edit: because of this change, old saved games are broken starting with v1.37.

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I think I got the animation working, now I'll see if I can get it working in the code.

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I can try or I can give you an ftp account on my web server. You will be able to upload whatever you want, whatever size.

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I got everything done I planned for today: Fangorodrim.zip (12 megs) The resource indicators are pinned in the lower left because the other side is too busy. I'm thinking about adding a shield graphic next to the ship indicator.

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That alien is crazy good! If you want to animate something, animate those tentacles (I know that's a lot of work). I should have v1.36 published in an hour or so.

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@celicakydd, I look forward to your feedback. @burningpet, I think the tubes in the back should be part of the center. Your buildings are good but not out of this world fantastic like your other work. Even so, I don't want to start replacing buildings until they are all done. And then the research icons must match, on and on.... Oh, and the numbers idea for the resources is exactly what I was thinking!

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