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Author Topic: Battleship Commander  (Read 43482 times)

mauridadde

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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
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mauridadde

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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
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mauridadde

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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. :)

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mauridadde

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Re: Battleship Commander
« Reply #228 on: August 05, 2015, 08:56:40 am »

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se5a

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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.
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mauridadde

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Re: Battleship Commander
« Reply #230 on: August 08, 2015, 07:35:31 am »

Beams are very long quads always oriented toward the player.
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se5a

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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?
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mauridadde

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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.
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se5a

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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.
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mauridadde

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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.
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LoSboccacc

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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.
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BrigadeGeneral

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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 »
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LoSboccacc

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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
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se5a

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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.
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BrigadeGeneral

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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) :(
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