Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - FreshDumbledore

Pages: 1 [2] 3
26
Sorry for being unclear, i meant the 'care' like in 'do you care ABOUT ..' :-)
but nice if you took a look yourself ;)

27
Feature requests / Re: Name Creation on first game.
« on: 11 July 2014, 23:31:12 »
sure, but we can just cut that part of the names out so its there but not visible from ingame

28
so, some more words on this:

the current implementation does not keep any upgrades or anything else in minds. its just a fixed value, no percentage, to define the ep a unit starts with.

thats fine enough? speak up ^^

29
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 11 July 2014, 21:49:56 »
So, before this idea gets forgotten again, how about we start making a bar floating above a unit, only shown on selection, displaying HP and EP?

we can still extend it to optional 'always show' and 'show on damage' later.

30
Closed feature requests / Re: Multi shots
« on: 11 July 2014, 15:21:49 »
Not directly related at the moment, but maybe worth thinking about is "multi attack":
One unit attacks more than one unit at a time.

similar to splash but not with a radius but a range to the left/right or whats the idea/difference to splash?

31
Feature requests / Re: Name Creation on first game.
« on: 11 July 2014, 15:19:22 »
I think the most important thing is, do without name this "MG_" and "numbers" hiding these characters, because it interrupts the chat.

fine with me as long as they are still displayed as a button and normal irc users not. i think its usefull to see that difference.

32
its really a detail question and i can live with any solution on it.
to get an idea on the difference:
for a general-only approach, to make 2 projectiles, first shot at 0.0 second one at 0.5 with each having a sound starting at 0.0 related to the time projectile got shot =>
(in the xmls attack skill)
            <sound enabled="true" start-time="0.0">
                <sound-file path="sounds/s1.wav"/>
            </sound>
            <sound enabled="true" start-time="0.5">
                <sound-file path="sounds/s2.wav"/>
            </sound>
(still in the attack skill, actually we are not sure if we want to repeat the whole <projectile> or only the <particle> inside yet but lets do it like this for demonstration)
<projectile value="true">
        <particle value="true" path="particle_proj.xml" time-value="0.0"/>
</projectile>
<projectile value="true">
        <particle value="true" path="particle_proj.xml" time-value="0.5"/>
</projectile>

with relative sounds:
(if theres no other sound to be played, outside only this:)
<sound enabled="false"/>

(and in the projectile area..)
<projectile value="true">
        <particle value="true" path="particle_proj.xml" time-value="0.0"/>
        <projectile-sound enabled="true" start-time="0.0">
                <sound-file path="sounds/s1.wav">
       </projectile-sound>
</projectile>
<projectile value="true">
        <particle value="true" path="particle_proj.xml" time-value="0.5"/>
        <projectile-sound enabled="true" start-time="0.0">
                <sound-file path="sounds/s2.wav">
       </projectile-sound>
</projectile>

having the nested sound tag optional so one could still do it with the outside sound if one wanted to..

cutting down the xmls we drafted a bit, i hope it represents your idea titi x)

33
As we want to publish multiple projectiles for one skill with MG 3.10, here a detail question on the sound handling in the xml. Titi and me both agree on having a general new multi-sound-tag system in the skill area (so you can play a sound timed at any time value for whatever reason). Additional i would like to be able to start sounds in timing relation to a projectile, so me/a modder doesnt have to calculate / fiddle around with the unspecific sounds to get the right timing. So what do you think, if you care at all?

34
One more approach on the health bar / 'how-to-show-selections' topic.
Technically, health bars could be done easily.
Last time the topic was discussed (i found some thread here in the forums) there was resistance against them, but at least titi gave that resistance up :-)

I would like them - as optional xml tag to be enabled or disabled.
This questions should be cleared before (some i see, feel free to add more :D):
* Do we want them at all?
* Do we want them to be enabled in options, xml or both? Options would make it a player choice, xml a modder choice (im in favor of both, so if either options or xml tells to enable health bars display them).
* How to deal with overlapping bars, unit selection, different heigths?
* Should it be the well known standard bars or something else / what should they look like?
* Should they be displayed only for selected units or for all.. or make that an option too?
 :scientist:
regards


35
Mods / Re: Tower Defense
« on: 6 July 2014, 12:01:23 »
OMG this robots shoot l4z0rs out of their eyes to build and repair :-O
(click to show/hide)

36
Mods / Re: Tower Defense
« on: 5 July 2014, 22:30:44 »
its very easy to do with the anim-progress-bound tag, which exists for most skills.

anim-progress-bound
A MegaGlest and GAE only value that, if true, will lock the animation speed to the progress of the unit as it builds. Thus, when the unit is half built, the animation would be halfway through, etc. This will override any specified animation speed and if not used, the entire tag may be omitted.


37
Mods / Re: Tower Defense
« on: 4 July 2014, 21:22:26 »
we implemented a research/upgrade progress bar filling with upgrade progress ..
(click to show/hide)

38
Mods / Re: Tower Defense
« on: 4 July 2014, 02:30:07 »
and more eyecandy.. what it looks like to win the game for defender faction :)
(click to show/hide)

some out of the 34 units attackers can attack with..
(click to show/hide)
ever seen a ballista hauled by a reindeer?

39
Mods / Re: Tower Defense
« on: 3 July 2014, 22:00:27 »
new flamethrower texture coming in thanks to our main gfx artist jammyjamjamman..
(click to show/hide)
what it looks like ingame:
(click to show/hide)

40
Mods / hide and seek
« on: 27 June 2014, 17:05:31 »
Hi,

i set up a small mod, probably could need a better name.
Its no strategy game concept, more a little fungame to kill boredom.

Concept:
Hide your special unit (king) better than the enemy to win.
All players start with a main building and 13 units. There are no resources and no harvesting/mining.
You need to morph all your start units (to get rid of their annoying sounds :P) and because they slowly die (thats the reason of the sound).
You can morph them to 2 different units: The King (limited to 1) and Peasants (so 12 of them usually). The only purpose of the Peasants is to create more spots of your teamcolor on the minimap to fool your enemies.
Both are invisible.
When you are done morphing (or from the start if you play like a boss), produce units to walk to your enemies hide location (visible on minimap) and execute a suicide command that blows up the unit aswell as a range around it.
The Player who happens to kill the enemy King with that first wins.

Fog of war doesnt matter so you can safely disable it from the beginning. Or just use the sight button on your building after 60 seconds.

NOT playable with CPU! Only vs Humans!

If anyone wants to make icons speak up :)

Avaible on git here https://github.com/FreshDumbledore/MG_hide_and_seek

Feedback appreciated; regards


41
Hi,

i've set up this tiny script to query and join MG games for my personal use;
if you happen to like it feel free to use it aswell.

I might also add features or change things if im in the mood, so dont hesistate to post a reply.

Current version: http://pastie.org/9332494
Features (as requested, cc alket and titi):
* join a game out of a list of games
* autojoin the next game with >0 network players
   (this will start a loop; press q to exit as also written there)
      * rejoin the autojoin queue after quitting a game previously joined with it (optional; yes no dialog)
* information on running games
* refresh
* quit
Just save it somewhere and run it with '/bin/bash name'
Line 3 needs to be adjusted to your local mg binary path!
Edit line 4 if you want to increase the interval between checks in the autojoin option

Technical verbiage: it actually reads the play.mg html source (yes i know there is a csv version out there but never change a running system and stuff).
It requires a shell with dialog function but i think thats standard.
for ubuntu / debian install 'dialog (universe )'

It can also easily be adjusted to autojoin the first game it finds without any interface. and so on.

regards

42
Omega do you care for start hp? Would not be much work to implement it.

43
I dont understand your question and you should start a new thread for it :)

44
optional start-ep tag is in the dev version on github now; this thread could be renamed to solved (if an start EP tag is enough, i didnt bother start HP :D)

45
Mods / multiple attack boosts on one skill?
« on: 8 June 2014, 22:40:39 »
Hi,

any way to have multiple boosts (= with different targets and effects) on one skill?

For my tests, it looks like only the first one would be applied and all further boosts ignored.

regards

46
i recently added a produce skill on something with an ep 'cost' (so no over time fading) and to get around this i just made it have pretty much no production time :P but i understand that some people would like to use EP as a resource (only way to do time value based skills in MG, isnt it?), so this wont help everyone.

47
hmm.

you are right about the healing part, that should not happen.

cant it be done like this? very pseudo code :D

base_hp = 100;
boost_hp = 200;
hp_while_boosted = base_hp+boost_hp;

on_damage {
   boost_hp = boost_hp - damage;
   current_hp = base_hp+boost_hp;
}

on_loose_boost {
   if (boost_hp < 0) {
      current_hp = base_hp+boost_hp;
   } else {
      current_hp = base_hp;
   }
}

hope its clear what i mean.
just make the unit loose the boosted hp first in combat. if the boost effect is gone and the boost_hp still was above 0, reset hp back to base_hp. if the boost_hp got negative (received more damage than boosted) reduce base_hp by the difference between boost_hp and 0.

would mean:

start at 100 hp. be boosted to 200. receive 180 damage; loose buff = 20 hp of boost remain, they are lost; back at 100 base hp.
start at 100 hp, be boosted to 200. receive 250 damage; loose buff = damage received was 50 higher than boost received; reduce base hp by 50.

if MG 'remembers' the hp before boost one could not abuse it for healing too.

hope my pseudo code and explanation is able to communicate what i want to say :D

48
Feature requests / hotkey to disable music in all menues
« on: 1 June 2014, 20:58:40 »
Hi,

that should not be much work to get it done:
I wish one could disable hotkey in ALL menues; not only in internet/custom game/other lobby.

It doesnt work in the main menue after starting mg for example (and i use to idle there between testing games :D)

regards

49
Its still a bit confusing so i would propose the map editor should start with no map or a valid map but not with this nonfunctional thingy

50
any advice what i could test? as written above, removing the morph ability on worker1 to worker2 makes em build .. better while its completly broken having the morph ability.
its still not perfect as they dont use any build menues except the first one, but fair enough for games vs cpu.

Pages: 1 [2] 3