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Messages - Matti

#561
Btw:

Code: ags

ocloud1.X = ocloud1.X - 1;


can be shortened to:

Code: ags

ocloud1.X -= 1;
// or just
ocloud1.X --;

#562
AGS Games in Production / Re: Guard Duty
Sun 07/12/2014 16:36:26
This looks very nice!
#563
Quote from: Vincent on Wed 26/11/2014 11:35:43
Or do you mean clicking somewhere else next the button OK ?

Yes, formica meant that you have to click to the right of everything (items, ok-button..) to work. The area you have to click is shifted.

I remember having a similar problem years ago but don't remember what the problem/solution was  :-[

I thought about the cursor hotspot too, but you said it works with other GUIs. Is the inventory GUI the only one from the new game template and you made the others by yourself? Could there be a resolution/coordinates problem? Have you tried making a new inventory?
#564
You don't need any function, just check the score like you'd do with any other variable.

Code: ags

if (game.score > 50)..
else..
#565
I'm using this build for a few days now, primarily because of the unlimited GUI controls, and it works like a charm.

Thanks for the work you guys put into this, all the improvements are great!
#566
This looks very nice. Godd luck with finishing it, I hope you find a decent pixel artist.

Can't wait for the demo!
#567
So I finally decided on all 10 units each for 3 playable factions (Humans, Orcs and Sylvans). I'm not sure if I'll add another one but there's still the neutral AI-only undead faction to do.

Each army consists of up to 6 melee and 3 ranged units. Each unit does melee or ranged physical or magical damage and may have armor or magic resistance. Each unit also has a certain speed and the army's speed is determined by the slowest unit. Armies also have an initiative value equivalent to the speed of all units. The army with the higher initiative strikes first during a battle. Armies gain experience from battles with other armies or neutral creatures on the map. They can level up 3 times and the higher the level the more damage each unit can withstand.

The battle will be turn-based, each unit can decide whether to attack another unit or to block. melee units can only attack units in front of them, ranged units can attack anything. The latter are also safe from melee attacks as long as there's infantry in front of them. Some units also have some special abilities.

I've also changed the minimap to account for the correct colors and the 2*2 tiles.

#568
AGS Games in Production / Re: Troll Song
Sun 09/11/2014 16:37:42
This looks very nice! Keep it up!
#569
This thread is 5 (!) years old, the one you linked is even older, and rubacant hasn't logged in since 2011. (wrong)
#570
This looks very nice. I dig the art style and the concept seems cool. Keep it up!

Quote from: cacaro on Thu 23/10/2014 11:44:30
Quote from: pixelincognito on Thu 23/10/2014 10:18:02
I guess for those that can remember 'It Came From The Desert' the map is very much like that now.

It looks very similar, indeed. And I love it.

+1  :)
#571
Thanks guys!

I just implemented 2x2-sized mountains and lakes. They make the terrain much more interesting, I just have to make sure the (slower) units still find their way around them.

I scaled up the other mountains, they'll look better after I've redrawn them.




@ Selmiak: Maybe, I don't know. I'm not sure if it's any good how I've done the whole thing and if it would serve the purpose of a module. But I'll see what I can do.
#572
Critics' Lounge / Re: Character + Animation
Wed 22/10/2014 12:21:38
Well, the bending of the legs suggests that the waistline is quite low and that there isn't much of the leg covered by the suit.

Here's what I mean (on the right side a rough idea on more realistic proportions) :

#573
Fantasy Wars
(working title)

A turn-based strategy game




Updated April 29, 2016

The game is somewhat similar to Civilization, but in a fantasy setting and less complex (still far more complex than I originally planned ;)).

Choose one of four factions and play against up to seven other players in a customizable game. Explore the map, choose locations for your settlements, let them grow with enough food supply, gather resources and recruit units. Many buildings, spells and research projects will aid you in your conquest.

Features:

  • 2-8 human or AI players
  • a customizable map with up to 50*50 tiles
  • fog of war
  • 4 playable factions
  • team play
  • ~ 15 unique units per faction
  • many buildings, spells and research projects
  • 6 resources
  • changing seasons
  • random events (like droughts and blizzards)

Stuff to do (April 2016):

- auto-movement for units, so you can send them anywhere on the map
- drawing a lot of units and map tiles
- spell casting
- redo the city managment screen
- finishing the battle(screen)
- making a menu for a customizable game - players, factions, colors, starting positions, mapsize etc.
- music and sound









#574
Good to hear this game is still in development. Nice new screens, keep it up!
#575
Critics' Lounge / Re: Character + Animation
Tue 14/10/2014 14:48:56
Not sure if you're going for a realistic look, but he has very short legs and as Snarky pointed out, the knees are a tad too low.
#576
The Rumpus Room / Re: The MSPaint game
Sun 12/10/2014 14:17:44


Next: a very ridiculous complaint.
#577
Completed Game Announcements / Re: Cale Quest
Fri 02/05/2014 15:56:52
This looks like fun, I'll try it out soon!
#578
This is a very nice scene. I don't really like how you did the cracks on the walls though (especially the lighter ones on the front wall) so I played around with the surface of the bunker.

[imgzoom]http://i.imgur.com/HTCrjtF.png[/imgzoom]
#579
The Rumpus Room / Re: Happy Birthday Thread!
Mon 31/03/2014 09:26:22
Happy birtdays, Dave G., Ali and strazer! Also a belated one to Ghost and Abstauber!

#580
This is a bit offtopic but I highly recommend to indent your code. It's nicer to look at and it's easier to keep track of the brackets.

Example:

Code: ags

if (){
  ...
}
else if (){
  ...
  if (){
    ...
  }
  else (){
    ...
  }
}
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