Search found 268 matches

by governor
January 2nd, 2011, 7:06 pm
Forum: Game Development
Topic: Shifting RTS paradigms -- brainstorming thread
Replies: 13
Views: 3573

Re: Shifting RTS paradigms -- brainstorming thread

My advice is to look at the springrts.com and play some games of balanced annihilation. There are a multitude of elements that the springrts engine does well and most other rts don't do. IMHO the place to start for RTS features that are minimum requirements. I can't stand Starcraft2 because I am use...
by governor
July 7th, 2010, 11:49 pm
Forum: Off-Topic
Topic: WML How-To FLow Chart
Replies: 13
Views: 2089

Re: WML How-To FLow Chart

Hulavuta wrote:It says "Give Up"
It says 'or give up'. ggkthxbye
by governor
July 7th, 2010, 6:22 pm
Forum: Off-Topic
Topic: WML How-To FLow Chart
Replies: 13
Views: 2089

Re: WML How-To FLow Chart

Bottom left is a dead-end, it needs to redirect.
by governor
June 28th, 2010, 12:23 am
Forum: Off-Topic
Topic: Who/What am I?
Replies: 64
Views: 5635

Re: Who/What am I?

next guess is a magic trick, like i said before, it isnt explicit enough
by governor
June 27th, 2010, 3:01 pm
Forum: Off-Topic
Topic: Who/What am I?
Replies: 64
Views: 5635

Re: Who/What am I?

No idea @Sir_Koi. Questions of truth Through lies and sleights Cunning mistrust Quickly reveals EDIT: New one. Tree carrying a head of metal Wings at the tail fly through the air This way, that way, finding the place Yet straight as the crow flies through the sky First one is way to vague, could be...
by governor
June 24th, 2010, 7:35 pm
Forum: Ideas
Topic: Archiving/Packaging Resources (Resource Management)
Replies: 7
Views: 689

Re: Archiving/Packaging Resources (Resource Management)

Found an implementation that covers what I am talking about perfectly: http://www.kekkai.org/roger/sdl/rwops/rwops.html /* zzip_open does some magic here - if there is a directory called "penguin" and there is a "penguin.bmp" there, zzip_read (which we'll use later) will act just like stdio's read. ...
by governor
June 24th, 2010, 7:53 am
Forum: Game Development
Topic: Frogatto and Scripted Cutscenes
Replies: 7
Views: 1401

Re: Frogatto and Scripted Cutscenes

What I notice for most games is that scripted events occur at the most predictable opportunities. I don't ever recall Unreal being spooky. But I am vividly reminded of a scene from Doom3 where everything goes into red cut scene where creepy stuff happens - then when everything seems calm the ceiling...
by governor
May 28th, 2010, 4:48 pm
Forum: Ideas
Topic: [mainline] Wolf Unit Advancements
Replies: 26
Views: 2184

Re: Wolf Unit Advancements

Haven't played it in a while but Extended Era has a wolf line with advancements, or was it Era of Myths? Anyway, idea already implemented.
by governor
May 23rd, 2010, 6:01 pm
Forum: Ideas
Topic: Archiving/Packaging Resources (Resource Management)
Replies: 7
Views: 689

Re: Archiving/Packaging Resources (Resource Management)

1. Who does decreasing copy and move time actually benefit? Why do we need to do this? Players shouldn't notice a change in load time (if there even is one). Reasons for the change are explained in OP, other benefits like decreased install time were omitted - valid for those of us who like to keep ...
by governor
May 22nd, 2010, 9:03 pm
Forum: Ideas
Topic: Archiving/Packaging Resources (Resource Management)
Replies: 7
Views: 689

Archiving/Packaging Resources (Resource Management)

What it is: Moving resource files to archived files rather than individual files in sub directories. This would include all UMC, all UMC could be its own archived file (like quake 3 and their .pk3 files). Why it is necessary: Currently a number of issues arise due to quantity of files. Long copy, m...
by governor
May 20th, 2010, 7:14 pm
Forum: Release Announcements, Compiling & Installation
Topic: How to compile Wesnoth on Windows with Dev-Cpp, Code::Blocks
Replies: 183
Views: 59705

Re: How to compile Wesnoth on Windows with Dev-Cpp, Code::Blocks

Successfully compiled today (May 20 2010) using the codeblocks instructions beginning on page 4 of this thread and ending with Crab's instructions: Successfully compiled using CodeBlocks today. Needed to: 1) use instructions from here, used libs (std package and lua package) from here 2) grab fontco...
by governor
May 5th, 2010, 12:53 am
Forum: Multiplayer Development
Topic: Gobowars is back! 2p MP campaign for Wesnoth 1.10.x
Replies: 41
Views: 10798

Re: 2p MP campaign Gobowars

Well Gov, I'm puzzled. Both your saves worked fine for me. Here is my version of your map 3 save if you want to continue. As a side note, Map 6 (the final map) is more than half done, and should be uploaded soon. Thx jb. Not sure what is going on, maybe it an issue with Vista? Your save works fine ...
by governor
May 4th, 2010, 5:08 pm
Forum: Multiplayer Development
Topic: Gobowars is back! 2p MP campaign for Wesnoth 1.10.x
Replies: 41
Views: 10798

Re: 2p MP campaign Gobowars

Here you are, these were made using the 1.8 old_lobby executable. Also, I used the local option form the mp list to host the game, and I leveled the sergeant to get the last kill.
by governor
May 3rd, 2010, 9:29 pm
Forum: Multiplayer Development
Topic: Gobowars is back! 2p MP campaign for Wesnoth 1.10.x
Replies: 41
Views: 10798

Re: 2p MP campaign Gobowars

Just tried this gem. Unfortunately on scenario 3 none of my recalls showed up - save for the merry band of rejects from the first scenario. This a bug?
by governor
May 1st, 2010, 4:35 pm
Forum: Coder’s Corner
Topic: Some questions about gui implementation in an SDL app
Replies: 1
Views: 577

Some questions about gui implementation in an SDL app

So I am doing some research into getting a gui into an SDL application. I have basically built a SDL framework to implement my own gui, but lost interest after getting buttons to work. Difficulties eventually arise from actually rendering text properly and the massive amount of work that goes into l...