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Author Topic: Towns  (Read 95823 times)

Gabeux

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  • Addicted to building stuff.
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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #30 on: June 27, 2011, 02:48:11 pm »

Looks good, I like the ideas and your determination, I think this has great potential.
Saw the video 'Crossing the River', very cool, haha.

Nice work, I'll keep watching this (:
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It honestly feels like a lot of their problems came from the fact that their entire team was composed of cats, and the people who were supposed to be herding them were also cats.

supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #31 on: June 27, 2011, 05:41:15 pm »

Looks good, I like the ideas and your determination, I think this has great potential.
Saw the video 'Crossing the River', very cool, haha.

Nice work, I'll keep watching this (:

Thanks man!


I'll post the development status of game in my new blog:
http://supermalparit.blogspot.com/
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supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #32 on: June 30, 2011, 07:34:57 pm »

Hi again,

I just realesed the last version!

This is the changelog:

Version 0.11
- Citizens can starve to death
- Hungry citizens now doesn't run to the same food source like crazy kids
- Wheat farm automatically create wheat every predefined time
- Bakery can create bread
- Loading the game now doesn't duplicate items
- Citizens now try to not stay inside a building during it's construction (this avoid being stoned)
- When a citizen needs an item now it search it in the nearest stockpile
- Small bugs fixed
 
-----

Version 0.10

External changes:
- Citizens can eat.
- Citizens can sleep.
- Items carried by citizens are now painted.
- Smoth scroll just pressing the arrow keys.
- Items added: chair, table, bread, wheat
- Buildings added: Bakery, Wheat farm
- Citizens can haul any kind of item (not only raw materials)
- Stockpiles can't share same cell
- Bushes can now be chopped (but no wood obtained)

Internal changes:
- Simplified item structure
- Task manager optimized (fast item access)
- A* improved (fast stair access)

-----

You can download the game from this site:
http://supermalparit.blogspot.com/


-----


See you guys!
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Akura

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #33 on: June 30, 2011, 08:30:20 pm »

I cannae run it. At least, running towns.cmd does nothing.
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rj22497

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #34 on: June 30, 2011, 08:47:16 pm »

I cant find the .exe to run this can anybody show me the path to it?
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rj22497

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #35 on: June 30, 2011, 08:54:23 pm »

Compare this community to Minecraft forum's community:

Guy makes DF inspired game. Everyone cheers and roots for him.

Some guy makes Terraria. Everyone on Minecraft forums are slightly irritated and enraged, save for a few people who are willing to try games regardless of inspiration.

No, I'm not bashing you, creator of this game, and I'm rooting for your project. But comparing this forum's reaction to the others, it's safe to say that this forum is mature.

I beleave part of the reason why a lot of people were angry with terraria (myself included) is because minecraft purchased while DF is free and terraria is also purchased while this game is not. (after watching some videos over terraria ive seen its potential and no longer calling it a ripoff.)
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Saint

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #36 on: June 30, 2011, 10:35:06 pm »

I'm game for this, it seems pretty fun.

Also, fuck terreria and fuck minecraft.
DF and infiniminer all the way.
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supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #37 on: July 01, 2011, 03:04:13 am »

I cannae run it. At least, running towns.cmd does nothing.
I cant find the .exe to run this can anybody show me the path to it?

Hi,

to run the game you must:
1) Unzip the game into a folder
2) Enter the folder
3) Launch the 'towns.cmd' file

If that doesn't work, just edit the towns.cmd (with notepad for example) and add the command "pause" at the end of it.
Launch again the game, and if it crashes you will see the Log in a window.


The game, by default, starts in a 1024x768 resolution, full screen. You can change that editing the towns.ini file.

Greetings
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Akura

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #38 on: July 01, 2011, 05:19:57 am »

"'java' is not recognized as an internal or external command, operable program, or batch file".
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Xinvoker

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #39 on: July 01, 2011, 06:53:32 am »

"'java' is not recognized as an internal or external command, operable program, or batch file".

Are you sure you have JRE1.6 ? I had this problem too and I thought I already had JRE1.6 . I have Win 7 64-bit so I got the 64-bit version, and now it runs fine.

http://www.java.com/en/download/manual.jsp
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Xinvoker

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #40 on: July 01, 2011, 07:19:46 am »

This update adds quite a lot!

The food and sleeping system certainly make it feel more like a game.
First time I played most of my citizens starved. :P 2nd time, I managed to stabilize the population by building 12 wheat farms and 6 bakeries. Then I built 6 farms more, cause if 12 are good, 18 MUST be better! That filled the map with bread :P
Spoiler (click to show/hide)

All the citizens tend to sleep and eat at the same time at the start of the game, which can cause a food crisis. Is it done using a day/night cycle?
Would be nice to have a level counter (something to show how many levels underground I am), although I haven't dug deeper than 2 levels.

Keep up the good work! :)
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supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #41 on: July 01, 2011, 06:56:08 pm »

"'java' is not recognized as an internal or external command, operable program, or batch file".

Are you sure you have JRE1.6 ? I had this problem too and I thought I already had JRE1.6 . I have Win 7 64-bit so I got the 64-bit version, and now it runs fine.

http://www.java.com/en/download/manual.jsp

Yes, Xinvoker is right, your system doesn't recognize the java command. You must download and install it to play the game. Maybe in a near future I will add all the necessary files to launch the game, although this would increase the size of the package. Maybe I add it as a separate download.

This update adds quite a lot!

The food and sleeping system certainly make it feel more like a game.
First time I played most of my citizens starved. :P 2nd time, I managed to stabilize the population by building 12 wheat farms and 6 bakeries. Then I built 6 farms more, cause if 12 are good, 18 MUST be better! That filled the map with bread :P

All the citizens tend to sleep and eat at the same time at the start of the game, which can cause a food crisis. Is it done using a day/night cycle?
Would be nice to have a level counter (something to show how many levels underground I am), although I haven't dug deeper than 2 levels.

Keep up the good work! :)

Thanks Xinvoker. Yes, at the start of the game citizens has similar values, if you play enough you will see that this change as time passes. This happens because, if, for example, a citizen likes to sleep 5 hours (game time) and another likes to sleep 5:20 hours, the first day it seems that they sleep at the same time, but, at day 9 you will see that the second citizen goes to sleep 3 hours later than first (20 minutes x 9 days).
I don't know if I make myself clear :P
Anyway I will change this in the next version :)

About the levels, at the moment only 4 levels are loaded. While the underground doesn't contain monsters or new materials it has no sense to add more levels.


Thanks for playing and posting.
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Akura

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #42 on: July 01, 2011, 07:19:44 pm »

"'java' is not recognized as an internal or external command, operable program, or batch file".

Are you sure you have JRE1.6 ? I had this problem too and I thought I already had JRE1.6 . I have Win 7 64-bit so I got the 64-bit version, and now it runs fine.

http://www.java.com/en/download/manual.jsp

Yes, Xinvoker is right, your system doesn't recognize the java command. You must download and install it to play the game. Maybe in a near future I will add all the necessary files to launch the game, although this would increase the size of the package. Maybe I add it as a separate download.
I do have JRE 1.6, actually. Unless it got removed at some point, somehow. And in any case, the download was tiny, so there's really no concern for increasing the size of the download package, unless your bandwidth is extremely tight.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #43 on: July 01, 2011, 07:38:34 pm »

I do have JRE 1.6, actually. Unless it got removed at some point, somehow. And in any case, the download was tiny, so there's really no concern for increasing the size of the download package, unless your bandwidth is extremely tight.

Hi Akura,

the message that Windows shows it's fairly clear:
"'java' is not recognized as an internal or external command, operable program, or batch file".

Maybe you unistalled it or removed it from system path.
I added a link in the blog (http://supermalparit.blogspot.com/) to the java.com download page, so, you can download the version that best suits your system (linux/windows 32/64bits, ...). The download it's about 16Mb.

Hope that this can help you to play the game.

Regards
« Last Edit: July 01, 2011, 07:40:16 pm by supermalparit »
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supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #44 on: July 03, 2011, 04:06:45 pm »

Hi everybody,

I just released Towns 0.12.

Changelog:
- Sleep time at the beggining of the game changed a little to avoid mass sleep
- Grass cells now doesn't drop clay at 100%
- Stone cells now doesn't drop stone (raw) at 100%
- Added more CPU time to A* search (reducing the pathfinding time)
- Hungry citizens now search food wiser
- If width/height declared in towns.ini match with desktop resolution, full_screen it's set to 'true' automatically
- Added depth to river
- Cells with fluids are shown when you discover a new level
- Added dungeons (no monsters and no items yet)
- Added an error log file (error.log in main folder)

Screenshot:
Spoiler (click to show/hide)

http://supermalparit.blogspot.com/

Hope you like it!
« Last Edit: July 03, 2011, 04:16:31 pm by supermalparit »
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