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Author Topic: Towns  (Read 95862 times)

Xinvoker

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #75 on: July 07, 2011, 05:29:55 pm »

woah, combat system already in? Awesome!

I just started a game and it looks like I start with much, much fewer citizens. Is that intentional, can they breed now somehow?
« Last Edit: July 07, 2011, 05:31:57 pm by Xinvoker »
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supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #76 on: July 07, 2011, 05:39:16 pm »

woah, combat system already in? Awesome!

I just started a game and it looks like I start with much, much fewer citizens. Is that intentional, can they breed now somehow?

Hey, yes it's intentional because I proposed a challenge in the blog:

Challenge
Try to make a tunnel under the river at level 4 to put all citizens together. Then, remove/destroy one side of the river and try to make some farms and a bakery in the other side.

As you can see, with 100 citizens the level 4 (spiders) would be too easy. this release comes only with 10 citizens.

Regards
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Xinvoker

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #77 on: July 07, 2011, 05:54:43 pm »


Challenge
Try to make a tunnel under the river at level 4 to put all citizens together. Then, remove/destroy one side of the river and try to make some farms and a bakery in the other side.

As you can see, with 100 citizens the level 4 (spiders) would be too easy. this release comes only with 10 citizens.

hah, interesting! I am trying to do that but...how can we build ladders that go upwards? I have opened a path on level 4 but...I placed a stair but it doesn't go up (it would go down but there's no level 5). :S
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supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #78 on: July 07, 2011, 07:04:46 pm »


Challenge
Try to make a tunnel under the river at level 4 to put all citizens together. Then, remove/destroy one side of the river and try to make some farms and a bakery in the other side.

As you can see, with 100 citizens the level 4 (spiders) would be too easy. this release comes only with 10 citizens.

hah, interesting! I am trying to do that but...how can we build ladders that go upwards? I have opened a path on level 4 but...I placed a stair but it doesn't go up (it would go down but there's no level 5). :S

Well, you can't go up at the moment, you have to go down in the 2 sides of the river. :P
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supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #79 on: July 10, 2011, 05:40:01 pm »

Towns 0.14 has been released

Changelog:
- Balance: Wheat farms produces wheat more slowly
- Balance: Weaker citizens
- Added white border to menus and panels
- Added dice engine (ex: 4d8+5,3d6)
- Added colors to messages
- Added multilanguage (Spanish)
- Added a new pile (military)
- Added first military item (Wooden helmet) (not in-game equippable yet)
- Add: Messages are now saved
- Changed the task manager. Item building tasks (furniture, food, ...) are more important than other tasks
- Changed the font tileset
- Change: Spider graphics
- Change: Item types are now obtained from items.xml (file types.xml was removed)

Hope you like it.

http://supermalparit.blogspot.com/
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supermalparit

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #80 on: July 14, 2011, 05:13:00 pm »

Hi,

Towns 0.15 has been released.

Changelog:
- Balance: Citizens are now less hungry
- Add: White border to tooltip
- Add: Coal and iron
- Add: Forge
- Add: Wooden armor, pants, boots and sword
- Add: Iron helmet, armor, pants, boots and sword
- Add: Full moddable military items
- Add: Citizens can wear/wear off items
- Add: Weared items are shown
- Add: Big texts are resized in menu
- Add: Now you can build items with the building contextual menu
- Add: Save/Load now operate with compressed files (about 15-1 compression)
- Change: Map depth raised (from 4 to 8)
- Change: FPS capped to 60
- Change: Improved minimap render routine (glVertexArrays)
- Change: Improved the A* zone reset (no more hangs when you build/remove stairs and buildings)


Hope you like it.

http://supermalparit.blogspot.com/
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Xinvoker

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Re: Towns. Developing a citybuilder (DF inspired)
« Reply #81 on: July 14, 2011, 05:39:09 pm »

Hi,

Towns 0.15 has been released.

Changelog:
- Balance: Citizens are now less hungry
- Add: White border to tooltip
- Add: Coal and iron
- Add: Forge
- Add: Wooden armor, pants, boots and sword
- Add: Iron helmet, armor, pants, boots and sword
- Add: Full moddable military items
- Add: Citizens can wear/wear off items
- Add: Weared items are shown
- Add: Big texts are resized in menu
- Add: Now you can build items with the building contextual menu
- Add: Save/Load now operate with compressed files (about 15-1 compression)
- Change: Map depth raised (from 4 to 8)
- Change: FPS capped to 60
- Change: Improved minimap render routine (glVertexArrays)
- Change: Improved the A* zone reset (no more hangs when you build/remove stairs and buildings)


Hope you like it.

http://supermalparit.blogspot.com/

woah, serious stuff! Will play it tommorow :)
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burningpet

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Re: Towns
« Reply #82 on: July 15, 2011, 04:23:05 am »

Hey, had a little spare time so i decdied to enhance the sprites a little bit..




how do you decide on transperancy? its not only in the image itself, because i tried to get out of the original sprite borders (on the trees, wheat farm, stockpiles) and it chopped it.

i also think that the way the sprites are drawn is a bit simplistic at the moment, it could improve a lot if you introduced border sprites (water/sand, water/grass, stone/grass etc etc..)

if anyone wants to use those sprites, here the download link
http://dl.dropbox.com/u/21309241/sprites.rar
« Last Edit: July 15, 2011, 09:10:43 am by burningpet »
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supermalparit

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Re: Towns
« Reply #83 on: July 15, 2011, 11:12:39 am »

Oh my god.... this is awesome! Really good job!

Now the game seems a real game :P

About de transparency, if I undestood you, you're saying that, if you make the graphics more big than the original ones it appear chopped, right?
The graphics sizes are stored in the file graphics.ini, in there you can specify, for every item, where it starts in the tileset and it's size. Actually, the tileset it's divided into 64x32 cells (top-left its 0,0 and bottom-right it's 7,15). These are the default sizes for a tile.

Example:
[tree]TILE_X = 0
[tree]TILE_Y = 0
[tree]TILE_HEIGHT = 64
[tree]COLOR_MINIMAP = DARK_GREEN


This means that the "item" 'tree' begins in the 0,0 cell and has an height of 64 (instead of the default 32).

About de "border sprites", I discarded it at the beginning of development because the combination of different tiles was enormous (ex: a grass tile with water on north and a stone on sout-west and lava on the south, ....). But maybe I will implement it using some OpenGL blending functions. I still have to think about it.

Supermalparit

PS: I will test that tileset right now, I like it a lot. I don't know if I said to you before but... good job!
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burningpet

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Re: Towns
« Reply #84 on: July 15, 2011, 11:26:18 am »

Thanks,

what i mean by transperancy and sprite borders, is that, take the stockpile tile for example, i couldnt delete the darker tones and leave it transparet. it just showed black lines.

same for the wheat farm where the wheat itself got chopped in the places where in the original sprite it is transparent. (same for the tree where i tried to create a shadow.)
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supermalparit

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Re: Towns
« Reply #85 on: July 15, 2011, 11:42:10 am »

Oh,

it's a simple transparency. I draw the tiles with Microsoft paint, and I use a color (pink) as a transparency. After drawing my stuff I open the tileset with GIMP (any program will do the task, Photoshop, ...). I go to the option "Select by color", I click on the pink color and just delete it (del key). Other way to do this it's using the option "Layer / Transparency / Alpha to selection", this option adds the alpha channel (transparency) to the selected color. Save, Quit and enjoy! :)

Hope this helps you :P

Regards

Thanks,

what i mean by transperancy and sprite borders, is that, take the stockpile tile for example, i couldnt delete the darker tones and leave it transparet. it just showed black lines.

same for the wheat farm where the wheat itself got chopped in the places where in the original sprite it is transparent. (same for the tree where i tried to create a shadow.)
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Deon

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Re: Towns
« Reply #86 on: July 19, 2011, 09:32:36 am »

Awesome job. How about you focus on terrain and I try to make critters? Of course if you haven't started already :).
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burningpet

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Re: Towns
« Reply #87 on: July 19, 2011, 10:10:59 am »

Sure, i would love to work with you on it!

i started working on the buildings, but my computer broke yesterday so ill have to redo it all.
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Spreggo

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Re: Towns
« Reply #88 on: July 19, 2011, 10:24:48 am »

Posting to watch, this looks really interesting :)

The13thRonin

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Re: Towns
« Reply #89 on: July 19, 2011, 01:38:45 pm »

What language are you coding in?

I'd happily offer my services but I am not an artist like Deon and my coding ability is rather limited.

Still... Maybe there's something I could do.
« Last Edit: July 19, 2011, 02:17:55 pm by The13thRonin »
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