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Messages - Matti

#541
Thanks, Danvzare, I hope you'll like it!

CrashPL: I'm afraid a somewhat polished playable demo will take some time. There's a few (even gamebreaking) bugs that drive me crazy and need to be dealt with. Also, the player can't use spells or research stuff yet (the AI does, though ;)). And some other smaller things should be finished too before I release anything. I'm not sure how long this all will take, but I'm working a lot at the moment, so keep your hopes up :)
#542
I don't use objects, that wouldn't work well. I use the DrawingSurface functions and draw all the sprites onto the screen. The map size is irrelevant and the room size is just equal to the resolution. But enough of that here ;)

Thanks for the interest.
#543
Thank you.

I'm using 1024 x 768. The maps are randomly generated. I still need to fiddle around with that to make the starting conditions (e.g. the resource distribution) more balanced.

I worked a lot on AI stuff over the years and think it's fun to try to improve it. The AI in this game is rather mediocre but it's quite sufficient for the purpose (as it doesn't have to make big tactical decisions) and I'm improving it bit by bit.
#544
The season cycle works fine and the cities now produce and store food. You can build farmland during spring and summer, hunt deer and get fish from rivers and lakes. During winter there's almost no food production and the people will eat what is stored. Research will increase the production. The undead faction doesn't need food but has to build graveyards.

I mainly did a lot of drawing over the past month. I've got over 500 sprites by now and probably need twice that much, so it's still a lot of work. I'm also planning to let the player choose scenarios next to the free mode, where the players are allies and have to defend themselves against waves of enemy units (survival), perhaps with heroes or special units that need to survive. I'm working on a desert landscape that will play differently to the normal mode (less food and wood, other units and places). Yay, even more work ;)

I finished most of the wintertiles and it looks like this now:



Units can cross frozen lakes, but sudden blizzards can cease all work and prevent units from moving:



I also worked on other tiles like swamps and lakes:

#545
@Mandle:
Thank you. I'm glad you like the looks of it. While Civ inspired me to start this project, it won't be too similar and far less complex than Civ. But I'm still having ideas to make it more interesting and I hope you'll like it.

@Retro Wolf:
The main drawback of my game is that I don't use proper pathfinding at all :-[ At an early stage I thought that it would be too complicated and time consuming to get into path finding algorithms and decided to keep the map simple and without large obstacles so that units could go anywhere without the need to find the right path. This is something I begin to regret and I'm still thinking about implementing some path finding as it would be quite cool to have arbitrary land and water masses for example. Maybe I keep it like it is for now and get into it for a next version of the game in case I get enough positive feedback. We'll see.
#546
This is taking longer than I thought, but that's mainly because I'm implementing both old discarded ideas and some new ones.

Besides letting the players research quite a few things I did a lot with the map and worked on a random river that spices up the landscape and affects the population in cities. I also decided to let the game cycle through the seasons. The main idea is that you have to gather and store enough food so your city populations can get through the harsh winter. It'll be a lot of work to draw different tiles for each season, but it'll also be nice to look at :)

A first impression of the winter landscape:



And the river:

#547
Thanks, Anas.

I haven't thought about the music yet. I can't do it myself anyway, so I'll need someone to do some tunes.
#548
After taking a break during some winter months I'm working on this again. I finally coded the battle between armies and the game is almost completely playable now. There's still a lot of smaller stuff to code and much drawing left though. And, besides getting rid of some game-breaking bugs, I need to make the game run faster.



Some new screens (still with a lot of placeholders):





#549
This looks just like my cup of tea. One of my favorite settings, nice pixels and atmosphere. Can't wait!
#550
This looks quite beautiful and atmospheric. Can't wait to play it!
#551
Use a global variable e.g bool door_open;

In one room, set door_open = true when the player presses the button.

In the other room change the door object according to that variable.
#552
The problem is that you're using a loop that prevents the code from being updated. i is being increased until it reaches 450, then the code continues and the bird moves. Maybe just replace while with if?
#553
Not very original, but I had to..



A warp tube for a 320x240 Super Mario jump'n'run:
#554
Completed Game Announcements / Re: Wrecked
Mon 09/02/2015 17:33:31
Congrats on the release. I had fun testing this and I totally agree with Ben here:

Quote from: ThreeOhFour on Sat 07/02/2015 00:31:25
Something unique I really liked is how "hands-on" a lot of the game was. It felt nice unscrewing things screw by screw, cleaning a wound up bit by bit, pressing switches, using disks in sequence. It's small interaction, but it was more fun for me than just watching a big animation and seeing someone talk about it, it made me go "Yeah, I'm playing this!"

As others said, some more feedback from the main character would probably improve the experience.
#555
You forgot a bracket:

cEgo.Say("I can't pick that up!");
#556
If you want to change the image of the inventory item according to the quantity, maybe this will help. I had a similar question years ago.

http://www.adventuregamestudio.co.uk/forums/index.php?topic=37701.msg495597#msg495597
#557
Short but extremely enjoyable! Congrats on the release.
#558
I think you have to draw a transparent cursor yourself.
#559
AGS Games in Production / Re: Sisyphus Reborn
Sat 13/12/2014 13:57:53
Looks interesting, I like the minimal style.
#560
This looks astoundingly beautiful. Keep it up!
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