-
Posts
292 -
Joined
-
Last visited
Posts posted by ribez
-
-
another Google initiative for students between 13 and 17: Google Code-In
http://www.google-melange.com/gci/homepage/google/gci2012
There are also some games (some are the same of GSOC)
-
This problem has not been resolved, and how should we do?
Until it's done If you want to be sure it is fixed, you need to file a ticket on Trac.
-
edit:
-
WOW!!!
I'm not a programmer, so excuse my silly questions:
- do you think that this gain is due to the C++ -> C# translation or to the passage from OpenGL to DirectX?
- do you think to mantain the OpenGL compatibility using Mono?
- do you think that this gain is due to the C++ -> C# translation or to the passage from OpenGL to DirectX?
-
it could be cool using something similar to the antique world maps, that were flat and limited to Europe, North Africa and Middle East
http://en.wikipedia.org/wiki/Early_world_maps#Anaximander_.28c._610_.E2.80.93_546_BCE.29
-
Here is a screenshot of my port. Please click the link below.
http://www.hilva.com/0ad/0AD.png
- I disabled shadows due to an issue.
- GUI is not at good quality, i removed them, too.
- It is running 182 FPS at 1920x1080 pixels on my PC.
My PC configurations:
- NVidia Geforce 520 GT
- Intel Core 2 - 1.86 GHz
- Windows 8
i see only the upper part of the screenshot.
just for curiosity: if you disable GUI and shadows in the C++ 0AD, what is your framerate?
- I disabled shadows due to an issue.
-
-
other blacksmith tools that could be added:
have you ever thought to add some units (only decorative) to the buildings to make them more alive? for example adding a blacksmith working like this:
-
+1 for hourglass
-
Yeah, i was right now thinking those TBS games have much to teach us AI-wise...
well, i'm a TBS games fan, so i will be very happy if these diplomacy modifiers will be included, but i must say that even a simplified version like the one that it's implemented in the actual SVN code could be enough for a RTS game
-
just for reference, here is the diplomacy system of Civilization 4, with some positive and negative modifiers
-
Hi there,
You may have noticed it, but I just now have updated the look of our Youtube profile. Here's the thread about that task.
mmmh, i see the two halves inverted (the left side on the right, and the right side on the left). I use Firefox 16 and a resolution of 1366x768, if it matters
-
maybe you could offer 2 installation files:
- complete, game plus videos
- only the game, but videos could be downloaded as an option during the installation process, like Warzone 2100, or with a command in the game interface
- complete, game plus videos
-
i like to see attrition in enemy and neutral territories, and some technologies to lower it in enemy territory and to reset to zero in neutral territory. Only scouts shouldn't suffer attrition
-
Something like those would be nice, but it would be great to try and do something at least a bit differently. The sword in the ground seems to be what almost every game does As this is not just a game of fighting battles it would be nice to have something that includes the destruction of a city rather than just a battle-field imho
i remember that some time ago there were at least a couple of hand drawing artists in the forum, that made some wonderful unit portraits. Are they still in contact with you?
-
-
Call it haze/blowing sand/etc if you like, but I still think it can be realistic (just did a google image search and in a very unscientific estimation I'd say there are about as many desert images with fog as say forests or mountains, not a big point either way, just that it can happen), so it's probably better to have some distance fog on all maps as a unifying element if nothing else
well, honestly i see many differences between desert images
https://www.google.i...iw=1360&bih=629
and the Po valley (Italy) ones
https://www.google.i...iw=1360&bih=629
but, yes, it could be blowing sand
i only hope that map makers don't abuse of these effects, that are great when used properly
Just a question: it's possible to set the fog locally? i'm asking if is possible adding fog only around a river or a lake, or to the heights of a mountain
-
We can come up with some "standard" stats for the distance fog that can be applied to all maps, then we can tweak the ones we want to tweak. Can go further, and make "standard" distance fog stats for different biomes (snowy maps vs. desert maps vs. temperate maps, etc.), then tweak to suit.
i think that desert maps shoudn't have fog at all
-
The way I look at balancing techs is rather simple. In the end, you add up all the costs, research times, and stat effects for each, then compare them, then balance them from there. Also, it is not my opinion that every civ must be perfectly balanced. Only that it is possible to win with each civ.
i agree with you. So every player must discover the civ that more fits his gameplay style. A civ should focus on defense, another on attack, another on economy, another on building skills and so on
-
haha I thought on the rebel faction also xD
Here's the last update before working on shields/weapons & other props for Mauryans. They'll be useful to use as decoration in military buildings and final details. If anyone has any objections regarding the colors it's time to complain before calling the texture finished ^^
really cool!!!
-
you can use icons also for 'hack', ' pierce', 'crush', 'walk' and 'run'?
-
That would need non-linear scaling or it will become a water map ^^
I'm working on general functions to deal with such things.
May I know why it's so important for you?
there isn't any practical reason... only cosmetic
-
it's a good start, but maybe lakes should be always deeper at the center
-
YEAHHHH!!!!!!
Gsoc
in Game Development & Technical Discussion
Posted
ok, then just a remind for GSOC 2013