WhiteTreePaladin
WFG Retired-
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Everything posted by WhiteTreePaladin
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Victory conditions and code suggestions
WhiteTreePaladin replied to Blake's topic in Gameplay Discussion
I think we could remove the conquest critical flag from civilian-only units. -
Don't cobras fold the fan shaped skin close to their body when moving? I don't think they look like that when they are on the ground?
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(I just noticed in your screenshot that the menu button is not translated. Perhaps we should find a suitable font so that we don't have to rely on an image in the button.)
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I guess I was unclear. I actually meant that fixed force scenarios should not consider a player defeated or even start a timer just because the player doesn't have any structures.
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In BFME2, defeat occurred when all buildings and builders were destroyed. That was a little annoying when you clearly had enough forces to clear out the map. I think the two minute or so time delay would help with that. We would still need to allow games with the hide and seek issue for fixed force scenarios though.
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It's not been fully defined yet, but for a conquest based victory, it might be something like destroying all the major structures and all military units (including civilian soldiers). Minor structures would be things like houses, dropsites, etc. Non-military units would be regular civilians (but not civil-soldiers), priests, traders, fishing ships, etc.
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I think a lot of this hide and seek will go away once conversion is added. Your opponent's remaining structures and units will change to your ownership once the victory criteria is meet.
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I got some weird errors when I tried to train heroes and champions from the Mauryan fortress. I got a lot of errors in then console and the Yoddha warrior would not leave my panel even after the unit died. I could move my units around but I could not train any more or build anything because my UI was still tied to that champion unit. I wasn't able to really finish considering I couldn't train any more units. I could still use the top panel menu though. ERROR: JavaScript error: gui/session/session.js line 633 TypeError: heroState.attack is null updateHero@gui/session/session.js:633 onSimulationUpdate@gui/session/session.js:542 __eventhandler58 (simulationupdate)@sn simulationupdate:0 commands.txt interestinglog.html
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Interesting. I've ran 0AD on a fanless HIS brand ATI 6670. With all the settings turned down, it maintained a decent frame rate while actually playing the game. Maps with lots of trees were a little laggy (although that was probably due more to the pathfinding rather than the graphics).
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It's not necessarily a good thing if it's too successful. If the PC version couldn't make enough money such that they have to shut it down, but a stripped down mobile version can, then all future versions would probably be stripped down mobile versions...
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I do seem to remember seeing your user name on heaven games. I arrived late to AoK though (around 2005, I think).
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I'd still call it a bug though. I don't think there should be errors just because I issued some commands to an AI player.
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interestinglog.html mainlog.html commands.txt ~/0ad/binaries/system/pyrogenesis -quickstart -autostart="unknown_land" -autostart-size=192 -autostart-random=2288 -autostart-civ=1:rome -autostart-ai=1:petra -autostart-aidiff=1:3 -autostart-civ=2:cart -autostart-ai=2:petra -autostart-aidiff=2:3 -autostart-civ=3:maur -autostart-ai=3:petra -autostart-aidiff=3:3 The error occured when I help the AI by garrisoning soldiers in a fortress. Removing the soldiers stopped the error, and garrisoning them a second time caused it to occur again. revision 14933
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There is definitely a lot of progress being made by the developers currently, but right now all of the people who would post updates are busy. As for paid development work, we are working on getting that lined up. Can't make any short term promises, but we are optimistic.
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It's not so easy. We have enough to pay a developer for a little while, but they would have to get familiar with the code first. That takes awhile and once you factor that in, there's not really much money left. We fell short of the amount needed to really hire someone full time (once you account for all the fees and then paying for shipping the perks). Also, there is the issue of code quality. If someone isn't really interested in our project and we can't pay them long term, then they probably aren't going to have much incentive to really delve into the difficult performance issues. Why would they want to start a project they won't have time to finish? It's highly unlikely that they would return and finish fixing whatever difficult performance issue they were tackling once the funds run out. However, having said that, we are currently considering a potential paid development opportunity.
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User Interface concepts
WhiteTreePaladin replied to Pureon's topic in Game Development & Technical Discussion
I think there are some red versions of those yellow buttons using the new style also. -
It would be good to commit the source files too, not just the .dae. We can't really edit the .dae very well if we ever want to modify it for use with something else.
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There are quite a few good tutorials out there. If one doesn't work out, there are always others. You should also consider purchasing an intro to programming book (in what ever language you choose to start out with) as it would be more complete and structured. Read the online reviews at your favorite online bookstore to find a good one.
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The main difference is that C++ makes you clean up after yourself so to speak. If you allocate memory, you must manually free that memory in a destructor (opposite of a constructor). "finally" is the closest thing Java has to it, but that's not per class. Also you have really direct memory access with pointers that Java's reference variables don't allow. (Imagine adding an integer to an object variable and making it point to a different object.)
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I agree with the C# recommendation. It's very similar to Java in style and would also be a good starting point. You'd have to use Microsoft Visual Studio for C# as Netbeans doesn't support it. MS Visual Studio is kind of expensive, but if you are a student in a technical program at a university, you can probably get it for free. There is also a limited feature MS Visual Studio Express Edition that is free for anyone. It should still have all the features you would need to get started learning programming.
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I personally like Ubuntu (Linux) better than windows, but if you've never used Linux before, you might want to stick with Windows for now. You can only learn so many new things at once. Windows is perfectly fine for programming in C++, JavaScript, Netbeans / Java, etc.
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Checkout some intro to programming tutorials. There are many available for free. The programming language used in the tutorials isn't too important - once you learn the basics, you can apply them to nearly all other programming languages that are in the same classification. Java is a "strongly typed language" that is probably the easiest to start with and provides almost all of the features you would need to learn about in C++ (except for memory management). There should be a lot of introductory tutorials available using Java. There are several IDEs (integrated development environment) available for Java. The Netbeans IDE (it's free) will do a lot of hand-holding to get you through syntax / grammar errors in your code. After you get the basics, you can either start learning JavaScript or go closer to the hardware and learn C++. By the way, Java and JavaScript are two completely different languages. The reason I don't really recommend JavaScript for new programmers (besides the weak data typing) is that it is such a freeform lanuage that inexperienced programmers can learn to write really badly formed code (ask me how I know, lol). Java will help instil some better design habits. C++ is alright also, but doesn't offer anything over Java for learning the basics and has many more pitfalls. You'll probably need to learn C++ eventually if you really want to do game development, but you won't have the skills to appreciate the advantage C++ has over Java until you are much more experienced anyway.
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JavaScript will bite if you haven't learned about data types though. C++ is a good place to start. Unfortunately, I don't think any of the C++ here is suitable for beginners considering you'll most likely need some pointer knowledge. My recommendation would be to start with C++ or Java or some other reasonably typed language. Begin with simple "hello world" programs. Don't try to just dig into complex code until you understand the basics or you'll just get frustrated. It'll be at least a year or so before you'll be able to really read C++ on a game and a bit longer than that before you will really understand anything. If you can get some basics down, you will probably be able to tackle some simple tasks in our JavaScript in 6 months or so. You are developing a skill; it takes work and time.