-
Posts
659 -
Joined
-
Last visited
-
Days Won
1
Everything posted by Pedro Falcão
-
0 A.D. is a very good game... Why?
Pedro Falcão replied to Lion.Kanzen's topic in General Discussion
I think Facebook/Twitter audience isn't interested in this game like we, googlers, are, after all we wanted to find a free RTS! The social media fans are just downloading the alphas and waiting for the next to see the progress. -
[Special Actor] Cages
Pedro Falcão replied to idanwin's topic in Eyecandy, custom projects and misc.
This can be done via triggers, once they're implemented. I'd only give them the ability to open or close and to change the owner (just like loyalty). -
===[COMMITTED]=== Ox Cart Trader
Pedro Falcão replied to Mythos_Ruler's topic in Completed Art Tasks
There are Zebus here in Brasil, also, (there is even a cement maker named after them) and for what I've seen so far, they're mostly white, some are with a few (gradient) gray/black edges and some others are brown, instead, with white areas. I'm just not sure if they're the same species as the ones from India, even though they have the same name. -
0 A.D. is a very good game... Why?
Pedro Falcão replied to Lion.Kanzen's topic in General Discussion
It needs permission to see the link -
Ticket 1774 discussion and feedback
Pedro Falcão replied to kingadami's topic in Game Development & Technical Discussion
AFAIK, no games hide any bars when the units are selected. Some have a hotkey to show all bars of all units currently on screen (wether selected or not), which is the 'alt' key. -
That looks like lilies, so indeed they aren't very mauryan...
-
[Special Actor] Cages
Pedro Falcão replied to idanwin's topic in Eyecandy, custom projects and misc.
Oh, i see! So yes, we need these! It would be cool, also, if they actually held units and could be opened/closed with triggers. -
[Special Actor] Cages
Pedro Falcão replied to idanwin's topic in Eyecandy, custom projects and misc.
I don't quite understand what you're wanting to ask. -
Ticket 1774 discussion and feedback
Pedro Falcão replied to kingadami's topic in Game Development & Technical Discussion
Well, as feneur said, there is no need to show them, either, unless when you are planning on garrisoning someone, and in that case, you won't mind pressing 'ctrl' if you'll be pressing it anyways. -
Mythos_Ruler's Playlist
Pedro Falcão replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Old but gold: http://youtu.be/UUT3umr7u2U -
Ticket 1774 discussion and feedback
Pedro Falcão replied to kingadami's topic in Game Development & Technical Discussion
I was trying to draw a concept and ended up making one too complex for 0AD, but anyways, the idea is here: -
Ticket 1774 discussion and feedback
Pedro Falcão replied to kingadami's topic in Game Development & Technical Discussion
This is a sound subject, kingadami. Long story short, yes, i think a status bar would be good. I hate to always be using Starcraft 2 as example for all features i'd like to see in 0AD, but It's the only RTS (besides 0AD, obviously) that I've been playing lately and one of the few i know deeply (in terms of gameplay features), so let's proceed. As i said, I agree with the status bar idea, but IMO they should be small. Look at the screenshot: What i am afraid is of this visual pollution at the bottom-right of the SS, with 3 status bar for each unit. Even when you want to see all units' health bars and stuff, you want to see the info concise and easy to differentiate, else you'll end up thinking i.e. the depleted energy bar is a low-health unit, you'll try to find that unit manually to (save it) and will waste time. That isn't acceptable. The point is: if a status bar is implemented for garrisoned units, it'll be the third bar (health and stamina/loyalty are the others) and each and all of them must be easily differentiated from each other, i don't care how. -
".me" stands for what?
-
Well, changes take time. Releasing a new alpha version isn't the easiest work in the world and to throw a new release for every new feature they implement would take an unecessarily great effort. You can compile the game yourself with the SVN version (the one the developers work in) if you follow the instructions. This way you can test every new feature as soon as the developers release it.
-
The problem is that the AI still ignores the Fog-of-war, but don't stress, the developers are aware of this and are working on it.
-
===[COMMITTED]=== Mauryan Houses
Pedro Falcão replied to Mythos_Ruler's topic in Completed Art Tasks
अरे बाबा! 'Tis very cool! -
Happy New Year, Joel, i can't wait for the next chapter!
-
I hope you guys don't lose interest in this project, it looks great.
-
[Updated 2022] List of Buttons[Commands] for GUI session
Pedro Falcão replied to Lion.Kanzen's topic in General Discussion
This thread: http://www.wildfiregames.com/forum/index.php?showtopic=16882&hl=%2Bgameplay+%2Benhancement&fromsearch=1 -
Patrol is like a repeating Attack-move command in Defensive Stance
-
[Updated 2022] List of Buttons[Commands] for GUI session
Pedro Falcão replied to Lion.Kanzen's topic in General Discussion
It's (somewhat) what i suggested in that thread about gameplay enhancement, to select by weapon type. Let's not consider adding this, yet, we'd first need to see how the final interface will look, for too many buttons can be very annoying, as Jonathan said in my thread. -
[Updated 2022] List of Buttons[Commands] for GUI session
Pedro Falcão replied to Lion.Kanzen's topic in General Discussion
Instead of the 'Heroes' button, i'd rather see the portraits of each one. It makes them more than special units, it makes them unique. Look at them at the top-left corner of the screen here: