Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 [16] 17 18

Author Topic: Battleship Commander  (Read 43623 times)

mauridadde

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #225 on: June 01, 2015, 04:49:41 am »

It could be great if we could divide the screen in 2 or something, to observe the enemy while still seeing Going merry.
I will do the graphical improvements after all main features are implemented
Logged

mauridadde

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #226 on: July 08, 2015, 10:31:12 am »

I just released a new version.
Only a new feature but an important one: now you can save and reload your progress in the game.
Download
Logged

mauridadde

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #227 on: July 10, 2015, 01:18:31 pm »

It could be great if we could divide the screen in 2 or something, to observe the enemy while still seeing Going merry.
I will do the graphical improvements after all main features are implemented
I may implement some improvements sooner. :)

Logged

mauridadde

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #228 on: August 05, 2015, 08:56:40 am »

Logged

se5a

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #229 on: August 08, 2015, 01:30:25 am »

This is quite interesting from my quick look. I'll have to take a deeper look at this.
I see you're using Ogre, how did you do the beam affects? I've messed around with a space game using Mogre and couldnt figure out how to best display a beam type weapon.
Logged

mauridadde

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #230 on: August 08, 2015, 07:35:31 am »

Beams are very long quads always oriented toward the player.
Logged

se5a

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #231 on: August 08, 2015, 08:09:14 am »

useing billboard?
or manualObject?
or a mesh and doing it all manually?
Logged

mauridadde

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #232 on: August 08, 2015, 10:23:58 am »

I used a manual object

ManualObject* create_quad(const std::string& material)
{
 ManualObject* mo=new ManualObject("");
 mo->setDynamic(false);
 mo->estimateIndexCount(2);
 mo->estimateVertexCount(4);                         
 mo->begin(material,RenderOperation::OT_TRIANGLE_STRIP,"auto");
 mo->position(1,0,-1);
 mo->textureCoord(1,0);
 mo->normal(0,1,0);
 mo->position(-1,0,-1);
 mo->textureCoord(0,0);
 mo->normal(0,1,0);
 mo->position(1,0,1);
 mo->textureCoord(1,1);
 mo->normal(0,1,0);
 mo->position(-1,0,1);
 mo->textureCoord(0,1);
 mo->normal(0,1,0);
 mo->end();
 return mo;
}

Then each frame i manually update the beam orientation.
Logged

se5a

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #233 on: August 08, 2015, 01:26:53 pm »

I'll have to dig up that old project and give it a go then. thanks.
I think I played around with billboard chain when I was trying it, but couldn't get it working right.
Logged

mauridadde

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #234 on: October 06, 2015, 05:32:41 pm »

I started a Kickstarter campaign.

I need a better presentation video but i don't speak english so i'm asking if someone with english as first language can do the video. I can pay a bit of money. The video should be at least 6 minutes long and explain all the features and of course be interesting to watch.
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Battleship Commander
« Reply #235 on: October 07, 2015, 05:36:40 am »

why would you do that, start a time limited marketing campaign without all the material to drive traffic ready?

I love the game, I'll try and back, but damn, this is throwing success away.
Logged

BrigadeGeneral

  • Bay Watcher
    • View Profile
    • Game Rulers and Empires
Re: Battleship Commander
« Reply #236 on: October 07, 2015, 08:35:41 am »

I like the idea of space fight - miss those games :/ But watching video, and those coloured beams, like discoteque is bad imho. They distract too much, me thinks. Small window with enemy view is ok -, but I dont understand, why your battle ship was spinning all time? No fixed Camera or positioning (arrow or radar showing enemy)?

EDIT: regarding kickstarter - personally, I would not go with it at this stage. Maybe get some concept arts done along with it, create more buzz around project (unless its done already).
« Last Edit: October 07, 2015, 08:37:53 am by BrigadeGeneral »
Logged
www.rulersandempires.pl - first MMORTSG, designed for 560 players!

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Battleship Commander
« Reply #237 on: October 07, 2015, 10:09:12 am »

the spinning it's the dodging maneuver that they do normally, the game is terribly realistic from that point of view, not fake dodges giving a % chance of miss but real target prediction on cannons and real dodging maneuvers on ship
Logged

se5a

  • Bay Watcher
    • View Profile
Re: Battleship Commander
« Reply #238 on: October 07, 2015, 02:49:44 pm »

Also, download the current alpha and give it a shot.
It's actually quite good from a ship simulation point of view. I found it lacking a little bit of 'game' but from the looks of this ks, that should improve.
I might look at supporting when next paycheck comes in.
Logged

BrigadeGeneral

  • Bay Watcher
    • View Profile
    • Game Rulers and Empires
Re: Battleship Commander
« Reply #239 on: October 10, 2015, 05:18:08 am »

I am watching, how yours Kickstarter goes, and it's not good, mate. Sorry to see that, but you really need better video, since game is playable and some concept arts (or ready made) aswell. I would also recommand update sounds. I can not backup your project (my country can not participate in Kickstarter) :(
Logged
www.rulersandempires.pl - first MMORTSG, designed for 560 players!
Pages: 1 ... 14 15 [16] 17 18