djcityscapes

djcityscapes

Joined Member # 3969095
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Hey, the new ships look great in-game. I'm amazed how even the engine effects line up perfectly. Todo list for v1.36: 1. Resource indicators 2. Ship indicator 3. Sector under attack indicator 4. Make description boxes go away a few seconds after mouse exit. After v1.36: Fleet management screen (turning out to be more difficult)

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Great ships! I might have to make them smaller than the current ones to maintain scale. I like your build/research bar concepts. To work in this project, they need to be 3 different pieces: center part where the ship indicator appears, a build bar and a research bar (minus the icons). You are correct that I dial the alpha in code to affect transparency. If I had good looking bars, I would only dial it down enough to know there was something behind them. I want to make the resource ind

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v1.35 is ready to play: Fangorodrim.zip (12 megs) Notes: 1. hold to strafe. 2. Click anywhere in open space to clear description boxes. 3. Use the X key to clear all boxes. 4. Still trying to find a new font that looks better. Screenshot of new interface: <img src="http://www.metalbuildingreplicas.com/syreal/s

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It looks great! The only thing that bothers me is that its more appropriate for a "Mortal Combat" type game. I like the style. Is it possible to get a space theme in there instead of the fighter? Planets, ships attacking or being attacked, space platforms... that kind of stuff?

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Ooooo cool alien! I'll definitely find a place for that! Here's a tutorial I'll include with the next version of the game: Introduction: Fangorodrim is not a top down shooter. Well, it does that but that's not what makes the game fun. This was inspired by "Sins of a Solar Empire" which gives it RTS and RPG elements as well. For example, you build structures to gain access to energy, metal, research, fleets, ship repairs, defense and more

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The powerplant looks good, but spinning is an unnecessary animation. I can set sprites to rotate in code.

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Not really. All of my visual conception so far has come from your art... by story screen you mean the opening screen behind the main menu? I think that's a great idea.

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Yes, the construction graphic is an animation that comes from objects_blocks.png in the images folder. Basically, if the frames are separated into cells then it can be animated.

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ZehDon, thanks for the awesome review! I agree with all of the points you made. In fact, all of your observations are valid and have been confirmed by my other beta testers. There's no doubt you put a lot of thought into your comments. I really appreciate that. I'll be working on the interface today, trying to create a coherent style that does not get in the way of the combat. One of the changes I want to make is a strafing key. I don't want "arcadiness" to distract from the other ele

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I have a stack of PC gamer magazines in the corner of my computer room. The bottom ones are from 1996 and each issue is close to 1/2 inch thick. The top issue is October 2009 and maybe 1/8 inch thick. At least half of it is full page adds. Ehh, maybe its worth $5 per year...

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v1.31 is available to download: Fangorodrim.zip (12 megs) This has the new alien and ship graphic. You'll see the new alien appear on sector 4 & 15. @burningpet, the formation editor is an awesome idea! That may take a few days to work out.

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@Burningpet: wow! You "quickly" sketched that? I'll get that in the game and see how it looks. I'm afraid it will make the other enemies look pathetic by comparison... @zehDon: I'm looking for general impressions and any advice regarding play balancing. For example, I introduced the laser tech in v1.30 but I'm not sure if its too powerful or just right. I know its fun :)

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@Burningpet: I would love to see your ship design. Also if you have a chance take a look at my latest version: Fangorodrim.zip (14 megs) I haven't had a chance to rework the interface, but many other elements you suggested have been implemented. i.e. there's now a good reason to explore the sectors.

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Thanks Burningpet! Don't worry about being harsh. After all, if someone says "great game & lots of fun!" then I learn nothing. Thank you for the suggestions and mock-up. I really like the idea of having suns in the minimap rather than squares.

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Indeed. In the closing chapters of Return of the King, the city Thangorodrim is mentioned.

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Here is the game I've been working on since the beginning of April: Fangorodrim.zip (13 megs) This is a real-time strategy game inspired by Sins of a Solar Empire. I'm looking for feedback on where to go next with this. All of my original goals have been met. Its difficult to know if the game play is balanced. After 1000 games I have no idea if this is too easy or impossible to win or

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Update on my progress: Thanks to everyone's great advice I have not been defeated in 3 games against the AI. I am up to normal level on medium maps with 3 other factions. I like to pick 1 of each faction. I was thinking about going wild on my next game with a large map and 7-8 opponents. A couple of novice observations: 1. I tend to play in the overhead view perspective looking at icons. Is that typical? 2. The AI is good, but it seems pretty sensitive about losing cap

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[quote]Lawmakers stressed that their report -- which was written after only a single day of oral testimony -- did not cover all the issues and would not be as in-depth as the two other inquiries into the e-mail scandal that are still pending.[/quote] Interesting. [quote]Willis said the lawmakers had been in a rush to publish something before Britain's next national election, which is widely expected in just over a month's time. "Clearly we would have liked to spen

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