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Everything posted by Vantha
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Sorry, but I don't get what you mean. The current menu can do everything we need for now. I'm not denying the fact that we need a new campaign overview menu - we totally do. And I like the design you proposed, but implementing it should come last in my opinion. Creating the UI page is a lot easier when we already concrete, tangible content for it.
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Why don't we start with the scenarios themselves? Shouldn't the content itself be of first priority? I mean, we already have a campaign menu - albeit a very basic one.
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I can script them. Yes, I had something similiar in mind too. I want to completely honest, even though it hurts: Progress of writing the encyclopedia has been stalling lately, I'm afraid "after the encyclopedia" won't be anytime soon. I don't think it's a bad time to lay that aside for a bit, help with some tutorial campaigns, and after some time pick it up again. For a fresh new start. Maybe even with some personnel reinforcements. The eventual merge of the GUI page will also provide a good boost in motivation. As much as I support all the ideas in this thread, I believe we should settle for something smaller (but not worse) for now. We need to define a clear starting point and set a realistic goal. I hope it works out and I would love to get the stone rolling now.
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I love the idea! It's quite easy to implement too. And it could be turned it off in the game options, just like the native names can.
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Yep, I'd be onboard
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Yeah, observers (during both games and replays) see all living heroes in the top left, I think.
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Are you sure? I don't recall ever seeing my allies' heroes there. Heroes are quite game-changing units which is why some players try to target them first. Whether or not an enemy hero has died yet can be hard to tell in a big battle - but pretty significant information since many heroes also boost the performance of units around them. Should we give away that information away to enemies? The ticket also suggests "_____ has been vanquished"...
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Cool to see an audio engineer here. I agree with @real_tabasco_sauce. The samples in the dropbox all sound really good, but might be mistaken for existing game sounds. If you could create a new one specifically for hero deaths, that'd be amazing. Personally, I'm against adding voiceline. We don't have anything comparable in the game right now, so it would probably feel out-of-place. And we can't expect players to understand English anyway. And what about that? Is the current message fine? And notifiy just allies and observers? Or all players?
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I found this interesting ticket (by @wowgetoffyourcellphone) for a hero death notification. I already wrote the necessary code, but there are still some details left for decision, which I want to discuss in this thread. Firstly, what exactly should the chat notification say? And what players should it be broadcasted to? If more than just the affected player himself, it should be indicated whose hero it was. Maybe by coloring the hero name in the player's color? (Though I'm afraid that might cause some confusion; the hero could be mistaken for a player). Currently, my best pick is "<ColoredPlayerName>'s hero <HeroName> has fallen in battle.", but I'm positive we can find a cooler formulation. Secondly, the ticket also mentions a sound effect. I found the following unused hero death sound among the game files: alarm_hero_fallen_1.mp3 I think it sounds alright, but it's just... rather boring. Here is an alternative I was able to create (supposed to sound more epic), it resembles an ancient military signal horn: alarm_hero_fallen_2.mp3 Which one do you prefer? (Keep in mind that it is not the unit's death sound, but a globally played notification - like the alarm when being attacked) And, yes, as suggested by the ticket, I also created a skull icon that appears over the portrait after the hero dies. Here is what it looks like in the UI:
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Rearrangements of some game options
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Yes, absolutely. That would be awesome. Lists and ordered lists can also have scrollbars (and are interactive) but that's just not the same. -
Rearrangements of some game options
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Well, some of my (future) patches include new options that would (in the current system) belong into the 'Game Session' category. FIrst of all, this would be the flare chat notifications -> see #7041. And even disregarding those patches, the need to add new options into that category would arise eventually. This is what the options dialog with the 'Game Session' category selected currently looks like: There is no free space for more options at the bottom, adding them regardless results in an overflow like this: The dialog has a fixed pixel size, no matter the screen resolution. Just making it larger is not an option since fixed-size GUI object mustn't be scaled past the minimum supported screen resolution. That is why I suggested to split just split up the category. -
Rearrangements of some game options
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Sorry, what do you mean? -
Rearrangements of some game options
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Yeah, there's not much to discuss here, I know this is somewhat of a dry topic. Anyway, I went forward with my suggestion above. Here is the PR: https://gitea.wildfiregames.com/0ad/0ad/pulls/7099 -
How would the feature be communicated to players? And can we rely solely on the ground's texture to indicate its fertility?
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Norse_Harold is taking a break from moderation
Vantha replied to Norse_Harold's topic in Announcements / News
I don't have insights into this dispute, so I really don't want to judge anyone or anything here and I obviously can't provide a solution. @Norse_Harold I know that it has already been said, but I believe your work is very valuable and underappreciated. I would likely have never gotten into programming to contribute to this project if it wasn't for you - that's not an overstatement. 0 A.D. needs more people like you. Thank you. Let's all not loose sight of the essential. 0 A.D. is a great project, a great game, and deserves a great community. And I mean that without ambiguity. I genuinely hope this gets sorted out. -
Rearrangements of some game options
Vantha posted a topic in Game Development & Technical Discussion
I'm making this post to discuss potential changes to the subdivisions of the game options. The 'Game Session' category is currently full, but upcoming developments will raise the need of adding new entries to it - which the GUI page doesn't have any more space for at the moment. The simplest solution would be to split up the category. The relevant options are currently arranged like this: My best idea is to divide it into 'Gameplay', 'Display', and 'Chat & Notifications' and also move some stuff out of 'General'. Like this: Any opinions on this matter? -
I have to admit that I missed this reference. I'm all for including it then. Thanks for pointing it out.
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Hmm, to be honest, I think both are alright as they are right now, but yes, there might still be some more room for improvements. I will note down your suggestions for now; I plan to make another tips-related PR eventually anyway.
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@nani Cool. Looks very well structured and thought-through. And pretty versatile. I'll see what I can do with it. I would love to see the entire framework getting added to the main game. Thanks for telling me about it.
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I'm glad to announce that the Tips and Tricks page will be part of Alpha 27! The pull request has been merged this morning. See commit 1792f0d065.
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Quite large probably. Multiple hundreds of pixels in width and height.
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Hmm, I was thinking about it in regards to the encyclopedia - where maximum performance efficiency might not even be of high priority. Would this be worth giving a shot? Or is storing this many high-res images for just one single animation simply a no-go? I'm surely not the first one wondering about this, right?
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I suppose storing the individual frames of the animation in a series of png files would work? And simply assigning the next one on each tick? How hard would that go on performance?
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To what extent are UI animations possible with the Pyrogenesis engine? I know by modifying the size attribute on each tick it is possible to achieve basic movement, stretching, and scaling animations. But what about more complex effects? For example, is there support for something like spritesheets?
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Yes. The one about the Carthaginian Sacred Band, right? I made a patch revising the entire list of loading screen tips. You can find the updated list here (At the moment. They will be moved to a new location in the future) Regarding this specific passage, I reworded it to "... , unlike most other Champions." here.