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Messages - FreshDumbledore

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1
Mods / Re: Tower Defense
« on: 9 November 2014, 18:18:50 »
The problem with releasing it in the modcenter is, the whole balancing concept requires maps with adjusted size and resource distribution. It wont work with non-TD-maps, but MG offers no way to force a mod to be played on set of specific maps.

@Jammy: If you want to do an unofficial release, at least finish the model reworks first so the defender side is sci fi styled ;)

Besides of models and played on adjusted maps, the concept works well. CPU is still weak at it, but player vs player should be fun.

2
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 21:42:54 »
yeah, thats one way to put an end to discussions which could actually have led somewhere too ;)

3
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 15:22:41 »
one more idea, i think titi_son proposed to use g3d files for the bars. maybe thats to much but how about an image to define the border of the bar? so people could choose between different looks/skins or modders could provide custom looks with their mods.

so just like a particle image. some border thing-image in the techtree and linked in the factions xml

4
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 15:11:49 »
if it is for selected units by default i would go for tactical view.
its a strategy game, not some roleplaying fairy world, isnt it? :P

5
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 14:35:35 »
i gave two reasons why i think bottom circles will not work however they are designed :) what do you think about them?

edit: post screens of different styles with a group like mine if possible

edit2: circles at top (floating above the unit) would work better than circles at bottom if you want to stay with circles/rings

6
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 14:25:16 »
here an example of my point

at top: current circles
middle: lets call it 'starcraft style'
bottom: lets call it 'league of legends style'

i think its hard to tell which units are at which hp for the top picture and easier for the two with bars.

find it here => http://picpaste.de/pics/screen173-9mGLXcfX.1414592659.jpg

edit: the units hp are like in the middle is a very low hp one, then there are some with like 60-80%, some with 80-100% and some with full
i was to lazy to edit the hp bars for the other 2 pictures though :P

edit2: in defense of starcraft 2, that blue bar you see is NOT ep/mana, its shields of protoss units :)
edit of edit2: therefore it makes sense to put it above hp, because it will be reduced first. if shields are down, hp goes down.

7
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 12:30:48 »
@Coldfusionstorm: please consider this thread as a general discussion on the gui regarding display of health/ep

8
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 29 October 2014, 12:13:18 »
@John: Im not sure about your idea. Its better than the current circles i think, but all circles do have two problems:
A) they are on the ground so they are earlier blocked by other units in front of them
B) the unit itself blocks sight on the part of.the circle behind the unit

I also think the.concept of dividing the bar or circle into small blocks or parts is something we can learn from other games as it makes it e easier to see hp (percentage or on hundreds) at a glance

9
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 28 October 2014, 18:40:13 »
I think starcraft 2 implemented it in a way where you can identify the unit belonging to the bar pretty well, like here http://i.snag.gy/ySPrE.jpg
jpg

10
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 27 October 2014, 15:46:37 »
The main problem with circles, in my opinion, is that its hard to see the hp of units that stand in the middle / behind other units. So its also hard to manage units like retreating with low hp units to allow them to recover and so on

I think hp above units is way better for this. Its default in most games for a reason x)

11
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 27 October 2014, 11:23:03 »
@Titi_son: i like them with ep, width like you did (depending on unit width) and would make them a player choice. Maybe defaulting to on-for-selected but possible to change that in the options and with a hotkey.. Should be part of some tutorial how to adjust settings like that then

12
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 27 October 2014, 08:39:54 »
@John: there is a simple reason why  'everybody else does it'. With healthbars on top you can actually see the HP. Period :-)

I like the 2nd image too

13
Mods / Re: Tower Defense
« on: 8 September 2014, 17:21:01 »
because he is to lazy to use git, thats not really a problem of the mod

14
Mods / Re: Tower Defense
« on: 8 September 2014, 17:17:03 »
Not soon and what difference would it make anyways? All people that want to play it are able to already.

15
Mods / Re: Tower Defense
« on: 8 September 2014, 16:09:21 »
Thx for the Feedback! Cpu can not handle defenders at the noment (and without mahor changes probably wont learn it ever). They do an okay job as attackers, but its most fun human vs human.

16
Mods / Re: Tower Defense
« on: 23 August 2014, 02:21:46 »
We took a break for a while and are back and rolling now since a few days again.

New features:
* Each defender has a scout unit which can not be attacked / is ignored by CPU
* A lot of new / reworked Towers, going sci fi in the overall defender design
* The attacker research system is more complex since a while
=> You need to research ranged and then nonhuman or mechanic which unlocks air or special units.. So you can kinda decide if you want:
A) nonhumans + air
B) nonhumans + special
C) mechanics + air
D) mechanics + special

we also added more progress bars and other fancy stuff.

17
MegaGlest / Re: MG Launcher/Lobby
« on: 22 August 2014, 17:27:35 »
plz make the chat scroll down to the last entry automatically :D

18
MegaGlest / Re: MG Launcher/Lobby
« on: 22 August 2014, 17:21:08 »
great work! not sure if the TowerDefense update stuff is necessary or maybe make a list of mods one can keep track of in an .ini file or something :)

19
MegaGlest / Re: General view on new features
« on: 31 July 2014, 23:49:45 »
Would be best to make an official decision to replace megapack with a relaunch. Assuming that would happen i guess there would be multiple people which could participate.

20
MegaGlest / Re: General view on new features
« on: 30 July 2014, 21:34:38 »
I like the idea of an improved megapack (with the new visual features). Would require no balancing if its just visual.

21
MegaGlest / Re: General view on new features
« on: 29 July 2014, 21:45:38 »
O agree on the part that implemented features need to be well tested. No use to offer something and the first one who really tries to use it runs in severe bugs (maybe without even knowing how to contact glest devs in irc and stuff). We could even loose (:* jammy) potential modders with that.

On the other hand, i think one of megaglests big advantages is that it is so easy to mod and that you can do a lot of things in your mods. Offering a feature that could be really usefull can also be nice if we dont have the urge to use it in one of our own mods right now.

I think we need to find some balance there.

Maybe point out how you want a feature to be developed titi (i assume this will go in the direction of discussing it in irc first and things). Many things happen in irc only. We could also try to involve more people from the forums (like for betatesting, reading pull request/code changes..).

FreshD


22
Tools / Re: How to setup a fork on github for develop
« on: 23 July 2014, 20:38:37 »
one more thing i needed to do:
[branch "develop"]
        remote = upstream
        merge = refs/heads/develop

adjusted the remote name in the .git/config
theres a better way to do that but i know this one and it works :D

23
Tools / Re: How to setup a fork on github for develop
« on: 23 July 2014, 20:26:34 »
Well, as i just destroyed my local clone (at least i thought so, actually i think now it was fine and i just cause an error myself lol) and re-did it (in less than 2 minutes :P) here is exactly what i did:

$ rm -rf megaglest-source/
$ git clone https://github.com/FreshDumbledore/megaglest-source // clone your own fork-rep
$ cd megaglest-source/
$ git pull // can be ignored, just to show we got all data with the clone command
Already up-to-date.
$ git remote add upstream https://github.com/MegaGlest/megaglest-source // add the official mg repo as your upstream to fetch from
$ git fetch upstream // fetch from the original repo (not your clone) to be up to date with it
$ git checkout develop // can be ignored we were already on develop
Already on 'develop'
$ git pull
Already up-to-date.

What is, by the way, exactly what the instruction i linked you tells to https://help.github.com/articles/fork-a-repo

mine is working again :-P

24
Thats a good idea too but not the same thing we discuss in the other thread x) so i dont see a conflict here, this can be implemented independently of hp bars for units.

25
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 21 July 2014, 13:57:01 »
I just wanted to note that the HP-Bar doesnt need to be a 2d texture. I think a 3d bar which is not affected by light would look very nice too! In Addition, this would make the bar very changeable and the modder can not only make bars but everything. For example a ring which shows the hp like a clock or a bubble which size is affected by the hp.
So the hp-percentage says which frame of the model is shown!

Very nice idea. I think mg should offer an official default bar then but modders can overwrite it with their own g3d if they want

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