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fatherbushido replied to quantumstate's topic in Help & Feedback
Yes that was the idea. To detail a bit more: There is a delayed distant attack. All computations are done in fixed-point arithmetic. Then there is a trajectory rendered. All computations are done with floats. To handle blocking projectiles : You have to do the second stuff in fixed-point arithmetic (slower) You have to check for obstructions (slow too) To check for obstructions : you have to also take into account height of obstructions. Cylinder or cuboid are probably doable. But that could look really bad for some units for which this shape approximati -
Nice to read you!
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Like the guidelines here? https://trac.wildfiregames.com/wiki/ArtDesignDocument#a0A.D.Theme Above average color saturation (compared to the real world) Contrasting - shadows and highlights within textures Relatively realistic in terms of world/nature and history Humans arent true to the real world in scale, but exaggerated to look like humans at greater distances. Men are burly and broad shouldered, and women are very… womanly. Exaggerate the animations - like theatre but not to the point of silliness. We need to make sure players know what actions they are d
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is the game secure enough?
fatherbushido replied to vinme's topic in Game Development & Technical Discussion
https://www.spi-inc.org/corporate/annual-reports/2019.pdf -
Splitting our civs in groups - Fixing the balancing problem
fatherbushido replied to wraitii's topic in Gameplay Discussion
@DakaraSure I know. But I don't really understand what you exactly mean, or probably you assume something not accurate about what I say ;-) Can you detail please? (Also I never played AOE so don't hesitate to recall me how that works!) -
Splitting our civs in groups - Fixing the balancing problem
fatherbushido replied to wraitii's topic in Gameplay Discussion
It's hard to not agree. One initial idea was that even if they start with the same stats, the units from different types could be improved with specific civilization technologies. That remains a bit but it had progressively disappeared through the last releases. -
Arrow Trajectories
fatherbushido replied to Thorfinn the Shallow Minded's topic in General Discussion
That's it. Projectiles (mostly) don't have a trajectory from the simulation point of view, they are just distant delayed hit. Then a trajectory is rendered. The choice was a parabolic trajectory. <Gravity> is the graphical parameter which will adjust the height of the parabola. For now, artists have to tweak that so it fits what they want to see. Don't bother with anything else. More have to be said, but not enough place on that margin. -
@Cophiansend me a forum pm with the data you need, I'll provide you them
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@Genava55 oh awesome! are you involved in that project? I am a bit confused about the mentioned locations, is that in the 02 or in the 80?
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Random map : Alpine Mountains
fatherbushido replied to Feldfeld's topic in Scenario Design/Map making
@Feldfeld@smiley You can talk about that at another interesting place :p https://webchat.freenode.net/#forkad -
There is code loading actor from actor xml. There is code loading entity from entity xml. An actor is something completly different of a simulation entity. You can display an actor independantly of the simulation code for example. There is also code loading gui thing from gui xml and many other things.
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Random map : Alpine Mountains
fatherbushido replied to Feldfeld's topic in Scenario Design/Map making
yes that's what I meant ;-) (for the alps you also forgot the purple cow!) -
Random map : Alpine Mountains
fatherbushido replied to Feldfeld's topic in Scenario Design/Map making
@Feldfeld it's more like the "vosges" than the "alpes" :D I would say it looks better than a "try"!