Yes, it's derp deluxe
JFYI, that's the very moment when I cared to finally find out what 'derp' means. I afraid that all previous encounters of it on this forum were mistook by me as 'burp'. Just thought that 'burp deluxe' sounds... weird.
'cause I haven't released the fixed version...
...So I don't need to post these screenshots. Care to share this fix?
If somewhy not - okay then, challenge will be accepted. Think I can fnd it out. Upon adding Infected on this map I spent a couple evenings digging it's guts just to make it do at least something (it stood completely freezed at first tries). Though I'm still not sure:
1) if a number at the string 2340 should be really 1 and not 2
2) if string 2429 is needed at all
And your code deserves no less atention then annikk's.
Anyway, I gave myself a short vacation to let myself a pause in rally system creation process. It gone far too complex already - more like a bot controlling player's resources... need to rethink its concept.
made me think of alliance
The very name I chose for my future AI made me think of implementing exactly the same hoax. It'd look absolutely natural. Name's CommieBot.
If I had used the Lua DrawText, I could render illustrations of slightly greater complexity.
Learning how Hitman's render_text is done and if I can modify it to allow setting width/height individually and to put it to use.
Since it does not seem possible to assign colors in-game, my best solution was to pick my own colors for the chart, and then use the "on-screen" trick to allow the player to figure out what was being tracked. Not an elegant solution but one that works! (Am I making sense?)
Well, I am yet to find out myself how good or bad my own leaderbars and history will look, as I'm going to stick with faction colors (not pulsing like asteroids are done, but static color combos instead)
Really? I will only do so after I have beaten the map on it's own terms. Using my graph function, I find it gives me a great advantage in knowing just how much of a threat each enemy is, and allows me to marshal my resources much more efficiently.
Anyway I'm looking at it only when the fight is nearly done. Don't have much time to do so mid-game as countless times I played EverSwarm made my seedling deliverance speed quite close to that of Infected.
Without it, I have to guess just how much of a threat an enemy represents, and often will guess wrongly.
Good point. Leader bars enabling/disabling button will go to difficulty settings.
As for the map-type or configuration, I think basically this could be considered a grid-style map versus an "organic" style.
It is grid-style design which I try to make look like organic one
Geometry generation parameters' boundaries are still being tweaked...
something I think you wanted to avoid with a "web" configuration.
The main idea behind this design is that no one here has the advantage of being threatened from a single direction and has to maintain multiple borderlands distant to each other simultaneously.
but I was also thinking of what the spider will be doing in the map center to "cause trouble for everyone". If it could provide an element of random uncertainty it could alleviate monotony.
Now this is the part where I'm thinking and planning the most carefully to not waste the whole idea...
Whether I want to or not, once the game begins I can see the entire web layout. This takes away a lot of the mystery and surprise-element that makes a map challenging. Perhaps an additional option for the player to view the map in this manner or not would be nice.
Yeah, I'm trying to resolve how to limit camera view at play start after it's freedom at preview stage. That's the problem:
I feel that I'm close to it but someow just can't figure it out.
Is it achievable to let player to zoom in and out freely at map preview stage (as it is now), but then, when "play" button is pressed and if "reveal all" button is unchecked(red), to limit player's field of view again to owned asteroids and their surroundings? Without FOV limiting I consider "reveal all" functionality unfinished...
If I simply shrink the whole preview drawing, change LevelSetup-created asteroids' owner to 0 and create two more roids that are closer to coordinate center and are owned by player (to supply camera's view to that shrinked preview) then on play the map is still viewable from player's start to map's middle point.
Two roids I create at LevelSetup are serving treble purpose:
1) if no asteroids are specified at LevelSetup the map gives an error.
2) their coordinates set the coordinate boundaries within which I am able to create/move roids during LevelLogic. They are extending these borders, actually. Try moving 'em closer to (0,0) (say, replace 30k with 10k) and see what happens to web's outer ring.
3) they are set to be owned by player to enable free camera zoom-in/zoom-out at preview. Try setting their ownership to 0 (or removing 'reveal(1)') then start preview and try zooming out... Perharps I can work this around if I'll create UI buttons to control zoom, but that's not too handy, isn't it?
I wonder if it is resolveable at all...
<update> Seems Aino has just achieved 1337
posts, which is a nice reason for congratulations =-)
Also, I'm happy it happened at my thread