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Old 01-08-2009, 02:33 PM   #41 (permalink)
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Old 01-08-2009, 07:18 PM   #42 (permalink)
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Thanks



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Old 01-08-2009, 08:10 PM   #43 (permalink)
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Just click on the link in nams sig (my website link), you may have to click around to find it though!
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Old 01-08-2009, 08:28 PM   #44 (permalink)
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I'd post this on Nam's forum (many thanks for letting us use it), but I'd like input from other people that might be wait for this game (I know I'd be waiting for it if I wasn't making it )

Anyway, do you think a tac map is of extreme importance for the game? This is the the thing in the corner of your screen that shows you a mini version of the map along with positions of your troops.
I find it extraordinarily useful in RTS games but wanted to make sure if I couldn't get to it, people wouldn't be to upset.



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Old 01-08-2009, 09:52 PM   #45 (permalink)
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If the maps remain small (like they pretty much have to) then a tac map isn't necessary... If you plan on throwing only a few object to draw on the screen at once then you can probably spare the CPU cycles to draw it, otherwise leave it off.
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Old 01-09-2009, 04:28 PM   #46 (permalink)
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Could you make it an option to bring up the tactical map when you want it? I can't wait for the game. It sounds pretty good.



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Old 01-10-2009, 11:53 AM   #47 (permalink)
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It's more a matter of coding the tac-map than it is a spec issue. If I wasn't able to get around to it, would it kill the game?



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Old 01-10-2009, 02:09 PM   #48 (permalink)
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It most likely will not be a problem if you dont get around to it. Wish I could help.. trying to learn C# .. but there are just to many commands and stuff to remember how to do it all lol. Keep up the good work!



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Old 01-10-2009, 08:20 PM   #49 (permalink)
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hmmm...I think that a tac map may prove useless if the map is small...but if it is a big map then it would be usefull...also, there needs to be a section that displays enemy/ ally stats when selected. Of course if the programmer wants to . Still waiting for a useable version to balance and make more enemys/ buildings/ defense structures, ect.!!
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Old 01-11-2009, 10:31 AM   #50 (permalink)
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basically whats left for me is pathfinding, and then the big one, AI. Probably after that I'll release a build, it won't be a public release however.



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Old 01-11-2009, 12:37 PM   #51 (permalink)
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If you don't have a 30 tester, I'll be your guinea pig
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Old 01-11-2009, 06:36 PM   #52 (permalink)
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Thanks, I'll think about it. Basically 'playable' isn't quite the word that can be used to describe this right now, but there will be the basic combat.



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Old 01-13-2009, 05:39 PM   #53 (permalink)
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Alright, I'm going to have a pre-Alpha build before the end of next week.

Anyway, if you're interested in trying this build out, (you have to remember it's still a WIP, many vital things are missing, but you should get a feel for what the game is going to be like) I'm looking for one 4, 8, 16, 30, 80, 120 gig tester. Just one from each of those. It would be extremely useful if you had a camera or someway of getting screen shots of bugs, coding experience helps, but as I'm not releasing my code, it won't be a big factor.

I suppose bolt should get the 30 spot, as he asked earlier on.

If you're interested pm me with what type of zune you have, if you'd be able to produce screen shots, and coding experience.



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Old 01-14-2009, 03:11 PM   #54 (permalink)
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Well, as I am already going to be helping with all the balancing I will be your 80 G tester. Also, if you could send me an open-source code to program more enemies/ building ideas/ stats that would be great...if you still want my help that is.
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Old 01-14-2009, 05:04 PM   #55 (permalink)
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So, you can code, correct? Yeah, I'll send you an ip adress to get the project off my FTP server. Fair warning, I think you'll be very, very afraid of my code. My method usually is come in, get it done, feel sorry for the poor sucker who comes in after me.

Today you're that sucker



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Old 01-15-2009, 09:45 AM   #56 (permalink)
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I can help too, got an 8 gb
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Old 01-15-2009, 10:04 AM   #57 (permalink)
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Quote:
Originally Posted by AndroidAdam View Post
Alright, I'm going to have a pre-Alpha build before the end of next week.

Anyway, if you're interested in trying this build out, (you have to remember it's still a WIP, many vital things are missing, but you should get a feel for what the game is going to be like) I'm looking for one 4, 8, 16, 30, 80, 120 gig tester. Just one from each of those. It would be extremely useful if you had a camera or someway of getting screen shots of bugs, coding experience helps, but as I'm not releasing my code, it won't be a big factor.

I suppose bolt should get the 30 spot, as he asked earlier on.

If you're interested pm me with what type of zune you have, if you'd be able to produce screen shots, and coding experience.
Since Tim's already got the 30 spot I won't bother asking, but here's a tip for everyone: if you run the game in Debug mode (F5) through C# (to do so, you'll need to release the source code, perhaps only to these testers?), you can take screeenshots on the Zune right from the program. Simpler, and in the end a much better solution than cameras.
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Old 01-15-2009, 01:08 PM   #58 (permalink)
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Some examples...




It's pretty easy to do, those are from the Spider Solitaire I'm trying to make
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Old 01-15-2009, 02:26 PM   #59 (permalink)
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forgive me, How do I do that? Do you get the screen shot through visual studio or the zune?



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Old 01-15-2009, 02:29 PM   #60 (permalink)
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Quote:
Originally Posted by AndroidAdam View Post
forgive me, How do I do that? Do you get the screen shot through visual studio or the zune?
Quote:
Originally Posted by Locke View Post
Since Tim's already got the 30 spot I won't bother asking, but here's a tip for everyone: if you run the game in Debug mode (F5) through C# (to do so, you'll need to release the source code, perhaps only to these testers?), you can take screeenshots on the Zune right from the program. Simpler, and in the end a much better solution than cameras.
*cough*
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