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Author Topic: Towns  (Read 95887 times)

supermalparit

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Re: Towns
« Reply #150 on: August 31, 2011, 05:06:36 am »

Have you followed any programming tutorial? If so, can you please lead me to it? once completed a "start C++ with allegro" tut, just not the allegro part. I really want to get started with programming again and forgot everything but some QBASIC..

No, sorry, I haven't followed any specific tutorial. I'm autodidact and I have major studies in computers too. I think that the first point (autodidact) it's the significant one. And, as a advice, you have to practice, practice AND practice.

Good luck! :P
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supermalparit

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Re: Towns
« Reply #151 on: August 31, 2011, 05:08:11 am »

Hi,

Towns 0.21 has been released.

Changelog
- Add: Music & sounds
- Add: FPS parameters in config file (towns.ini)
- Change: Improved minimap render routine (pregenerated textures, reducing to a half the current CPU time)
- Fix: Static "child" items (ie. bushes) no longer born into stockpiles
- Fix: Big items/buildings are now displayed even if first cell it's outside the main area
- Fix: Crash when equip/unequip soldiers (thanks to Belzebuit)
- Fix: Minor bug fixes and some general performance

Notes
Music & sounds are temporary.

You can download it from devblog:
http://supermalparit.blogspot.com/

Hope you like it!

Supermalparit
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supermalparit

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Re: Towns
« Reply #152 on: September 01, 2011, 05:51:05 am »

From the devblog:


Hello,
the first Towns gameplay appeared (in spanish).
MrBelzebuit gameplay

I'm very happy with that and, my way of rewarding gameplays will be to add the name of gameplayer into the Towns citizen names.

Belzebuit already got his reward. Who's next?

Supermalparit
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SirHoder

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Re: Towns
« Reply #153 on: September 01, 2011, 09:05:03 pm »

Finally downloaded this and gave it a try, I think you are on the right track to making a fun game.

The User Interface gotchas that really struck when playing would be...

  • No persistent actions, using "mine" only works for one designation, I was instinctively trying to chain designation rooms and entryways and kept stumbling on having to reselect the mine action for each designation.
  • No queue for item actions, I could place one stair, or chair, or table at a time..  placing more items just got ignored.
  • No display of active designations or way to cancel them.  I really noticed this when mining, I would have to wait until a room was dug before I could designate the next area just to be certain I wouldn't stomp on my own toes.  And once I hit Goblins, I couldn't cancel the other exploratory shaft towards my doom.
  • Speaking of goblins, what a difficulty jump from the spiders.  One ironclad soldiers wiped out a level full of spiders, Two didn't even slow down the pack of 5 goblins that rolled up my fortress in about 30 seconds.

Aside from those comments, things seem to run pretty smoothly and the game works very well for the stage of development it is at.

I got distracted by the big MSPaint splotches my soldiers would wear as hats, so I somehow spent the afternoon "fixing" them...  Feel free to use this Entities.png I came up with.  The armor isn't a whole lot better, but I think I came up with some decent placeholder workshops as well.


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burningpet

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Re: Towns
« Reply #154 on: September 02, 2011, 12:01:34 am »

Yeah, those workshops are cute as hell.
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supermalparit

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Re: Towns
« Reply #155 on: September 02, 2011, 01:55:13 am »

Finally downloaded this and gave it a try, I think you are on the right track to making a fun game.

Thank you man!

No persistent actions, using "mine" only works for one designation, I was instinctively trying to chain designation rooms and entryways and kept stumbling on having to reselect the mine action for each designation.
No display of active designations or way to cancel them.  I really noticed this when mining, I would have to wait until a room was dug before I could designate the next area just to be certain I wouldn't stomp on my own toes.  And once I hit Goblins, I couldn't cancel the other exploratory shaft towards my doom.

Yes, you are right, added to the "TO DO" list for Towns 0.22

No queue for item actions, I could place one stair, or chair, or table at a time..  placing more items just got ignored.
Hmmm, I don't know if I'm understanding you. You have 2 menus to build items and one contextual menu to add a task in the building itself.
  • The contextual menu. There you can add tasks to a building.
  • The "Item & place" menu. Here you click on the item that you want and the place where you want it. If item it's already built, the citizens just pick it and place it. If item wasn't built, the citizens build it and place it
  • The "Item" menu. Here you doesn't need to specify the building neither the place where you want it. Just click on the item and the game will queue it in an available building
I tried all these menus and I didn't see nothing wrong. In all of three the actions are been queued.

Speaking of goblins, what a difficulty jump from the spiders.  One ironclad soldiers wiped out a level full of spiders, Two didn't even slow down the pack of 5 goblins that rolled up my fortress in about 30 seconds.
:) Yes, they are hard. All of this will be set (tuned) in next versions. Meanwhile, if you want, you can play with "livingentities.xml" file. All enemies parameters are set there.


I got distracted by the big MSPaint splotches my soldiers would wear as hats, so I somehow spent the afternoon "fixing" them...  Feel free to use this Entities.png I came up with.  The armor isn't a whole lot better, but I think I came up with some decent placeholder workshops as well.

Why the hell everybody draws better than me? :)
Nice tileset I'll try it right now. Maybe I'll use it in the next video, of course mentioning you.


Thanks for the comments!
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SirHoder

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Re: Towns
« Reply #156 on: September 02, 2011, 04:20:00 pm »

Heh, well I couldn't leave well enough alone.  Had to go redo my armor and ended up doodling up some normalized sprites for the dwarfs and basic goblins.

In this version I have the dwarves and goblin all drawn to have the same eye/hand/feet locations, all the armor/clothing/weapons should paperdoll in the proper locations (I didn't notice you had offsets defined in the data files until after I had this done).  That means the goblins could easily use all the same armor and weapons the dwarves can (Hint Hint).

One thing that might be nice if a lot of items are going to be defined would be to move the material to a parameter for the item, instead of [woodensword], [ironsword], etc..  have a [sword] item and material modifiers for wood, iron, steel, obsidian, leather, etc...   Your definitions are going to become enormous once a couple more materials get added.

I've added some weapon types, including ranged and have some default iron versions thrown into the items.xml file.  In all I've added spears, axes, hammers, crossbows and longbows.  The melee weapons seem to fit in just fine, the missiles obviously don't do anything.  The longbow is a tall sprite (double the height of the other weapons) and I couldn't figure out how to display it properly.

I played with some clothing sprites as well, added in some graphics and definitions for a "defaultshirt" (colored red, all expeditions need redshirts) and "defaultrobe" (colored blue in the definitions), these are grey-scale sprites on the sheet that can have colors programmatically defined to indicate different classes/occupations/castes, or just to dress your dwarves up a bit.

A tweak I tried that worked pretty well is to lighten up your default wood color, the dark brown was washing out the details of the sprite graphics.

In the end, I've updated the Entities.png, items.xml and graphics.ini files as follows...

Entities.png

Items.xml
Spoiler (click to show/hide)

graphics.ini
Spoiler (click to show/hide)

As far as the queued up item placement issue, I just reproduced it as follows.  Paused game, in my dining room I used "Items and placement->Furniture->Table" at 3 different spots, then the same for 3 different chairs.  When I unpause, my dwarves will only place the first table and first chair.
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supermalparit

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Re: Towns
« Reply #157 on: September 03, 2011, 03:30:44 pm »

Oh my god!

There is a lot of work here. I'll try that tileset/items in a while. Good job!
If you want the new items to be built from the main menu you need to add them in the menu.xml file.

About the placement issue, I fixed it for Towns 0.22, thanks. It only happened if you have items already built. Remember that the "Item & Place" menu checks for the item availability, and, if item doesn't exists in the world, it puts automatically the item task in a properly building.

Regards
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SirHoder

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Re: Towns
« Reply #158 on: September 04, 2011, 03:29:12 pm »

Got more for you, running out of inspiration and energy, but I hope this gives you some building blocks for the game...

Updated the bridge sprite to have more of a raised appearance, had to move it on the sprite sheet.  Also ended up moving the table.

New sprites for bridge, a new table and a updated chair.  Also redid the iron material as a pile of ingots, they are greyscale, so you should be able to colorize them as other metal types .  Added a bed, a chest and open/closed versions of doors (just added in as furniture), added pavers as a utility item.

Print Screen just gives me a black image, so I can't capture a screen shot to really show this off :(

New program notes..
A misnamed item in the menu.xml file will lock up the game when referenced (I placed a "pavers" instead of my defined "paver").
It looks like the data in the menu.xml file could be generated programmaticlly from the items.xml definitions, might consider that to reduce future administration,

items.xml
Spoiler (click to show/hide)

graphics.ini
Spoiler (click to show/hide)

menu.xml
Spoiler (click to show/hide)

entities.png
Spoiler (click to show/hide)

Don't think I'll be doing much more on this, but I can send you my raw image files if you'd like (.xcf format, I've been mangling these using Gimp)
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SirHoder

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Re: Towns
« Reply #159 on: September 04, 2011, 03:48:17 pm »

It looks like I can get screenshots via Fraps, so here is what my image mod ends up looking like ingame...

Barracks and Dining Area
Spoiler (click to show/hide)

Farms and Stockpiles
Spoiler (click to show/hide)

Bridge over troubled waters..
Spoiler (click to show/hide)

Losing is !Fun!
Spoiler (click to show/hide)

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supermalparit

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Re: Towns
« Reply #160 on: September 04, 2011, 05:29:08 pm »

Wow...

I'll create a wikispaces page concerning Towns:
http://townsgame.wikispaces.com/

There I will post the game documentation, screenshots, gameplays and modding. So, if you want, you can put all this AWESOME stuff in there.

You resolved my "door" issue, drawing them as a block, great idea. :)
The armor/weapons now fits really well in citizens, I love that helmets.

I'm really impressed with all that stuff.

A misnamed item in the menu.xml file will lock up the game when referenced (I placed a "pavers" instead of my defined "paver").

I noticed that the menu "Items" doesn't crash the game, just puts an error line in error.log file. And yes, the menu "Items & places" crashes the game if it can't find the item definition. Solved in Towns 0.22, thanks.

It looks like the data in the menu.xml file could be generated programmaticlly from the items.xml definitions, might consider that to reduce future administration,
I had tought about this in the first days of development. My first aproach was the same as yours but there ara a pair of points where I don't like with this aproach.
1) I don't waht "Items" like trees/bushes in the menu. (easy to resolve)
2) I loss dynamism. A menu like "Wood items" (or "Patisserie", or "cutting wapons", or ....) are not easy to resolve with the programmaticlly aproach.
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supermalparit

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Re: Towns
« Reply #161 on: September 04, 2011, 11:58:14 pm »

Towns 0.22 has been released.

Changelog
- Add: Current Mining/Digging/Chopping orders are painted
- Add: New "Cancel order" command under the "Orders" menu
- Change: Improved citizen task manager
- Fix: "Item & place" menu now works properly with already built items (thanks to SirHoder)
- Fix: Duplicated tasks are not created (ie. Mining twice in the same cell)
- Fix: Crash trying to build an item NOT defined in the corresponding file (thanks to SirHoder)
- Fix: Stuck citizens trying to build an item when prerequisites are not accessible

Screenshots
Spoiler (click to show/hide)
Spoiler (click to show/hide)

You can download it from devblog:
http://supermalparit.blogspot.com/

Hope you like it.
« Last Edit: September 05, 2011, 12:16:22 am by supermalparit »
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supermalparit

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Re: Towns
« Reply #162 on: September 06, 2011, 02:12:25 am »

Hi SirHoder,

I modified your mod to adapt it to Towns 0.22 and I uploaded to wiki.
http://townsgame.wikispaces.com/mods_sirhoder

I will give you wiki rights (and to anybody that mod the game) to modify your webpage if you want.

Regards
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Deon

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Re: Towns
« Reply #163 on: September 06, 2011, 07:18:19 pm »

Okay, some early work on tiles (finally, lol).

I've made a tree and a bush tile (the bush details are unfinished, I will define it better later, it's 4 AM now). Ignore the contrast/coloration differences, they don't blend for now but I will flesh it out.

Also an early version of a male tile.

Spoiler (click to show/hide)
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Deon

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Re: Towns
« Reply #164 on: September 07, 2011, 05:13:11 am »

Okay, I've detailed and tweaked the colors so now it doesn't look like shit (and proper outlines, bla bla bla, stuff like that). Also, a log tile.



I will not work very fast, but I will make it :).
« Last Edit: September 07, 2011, 05:15:02 am by Deon »
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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