Search found 60 matches
- May 25th, 2009, 11:27 pm
- Forum: Ideas
- Topic: Damage Calculation (always visible)
- Replies: 33
- Views: 7223
Re: Damage Calculation (always visible)
Maybe display the overlay window only while the user holds down the right mouse button on the selected weapon?
- February 16th, 2009, 6:32 pm
- Forum: Game Development
- Topic: Favorite freeware game
- Replies: 107
- Views: 38904
Re: Favorite freeware game
What a nice thread! :) And an opportunity to raise some attention for Iji , which is freeware. A short discussion snippet from the GameFAQs forums: Some may think it's blasphemy, but I think this game is better than Cave Story. Iji is ugly as sin and has very clunky controls. To even compare it to C...
- January 25th, 2009, 7:34 pm
- Forum: Game Development
- Topic: Dark Chess 960: online game
- Replies: 7
- Views: 4210
Re: Dark Chess 960: online game
Does it handle stalemates? If it does, then there's an error somewhere, because my friend can't move but it's still not over
- December 4th, 2008, 11:14 pm
- Forum: Users’ Forum
- Topic: ASC II
- Replies: 3
- Views: 1168
Re: ASC II
Before downloading ASCII, you should be aware that it requires huge amounts of RAM. I suggest that you download more RAM here first before you install ASCII.
- December 4th, 2008, 2:21 pm
- Forum: Multiplayer Development
- Topic: Damage modifiers in Wesnoth: relative vs. absolute values
- Replies: 9
- Views: 3396
Re: Damage modifiers in Wesnoth: relative vs. absolute values
grrr, I agree with almost everything you wrote, except: [...], or simply feel ugly (who wants 900 hp units, though that was already described as a viable solution!). I don't see what's ugly about that. It's not like 3-digit-numbers are significantly more confusing than 2-digit values, though I will ...
- November 8th, 2008, 6:21 am
- Forum: Multiplayer Development
- Topic: Ladder Site Online...
- Replies: 1219
- Views: 4019441
Re: Ladder Site Online...
To the ladder admins: There is a new variable in the configuration file called "ANTI_MATCHSPAM_METHOD". With this, you can disable matchspam protection, or enable it with 1 of 3 systems: 1. is what is currently in use: a fixed cap to limit the amount of allowed matches to X matches in Y da...
- October 25th, 2008, 1:51 am
- Forum: Website
- Topic: Draft for luck explanation and expectations announcement
- Replies: 49
- Views: 9896
Re: Draft for luck explanation and expectations announcement
I feel compelled to point out something about all these sports analogies. To me, the amount of luck involved with any of the sports examples so far is largely irrelevant, as these games actually serve to primarily entertain the audience, not the players. Most people who like to watch soccer don't pl...
- October 21st, 2008, 1:05 am
- Forum: Game Development
- Topic: I wanna be the guy
- Replies: 6
- Views: 3080
Re: I wanna be the guy
When I discovered this game, I decided not to play it because the whole point of it is to put you through awful game design with the hardest difficulty imaginable. :hmm: Also, it uses graphics and sounds almost exclusively ripped from well-known commercial games, which is its second point I guess.. ...
- October 17th, 2008, 6:07 pm
- Forum: Users’ Forum
- Topic: Luck in Wesnoth: Rationale
- Replies: 128
- Views: 191783
Re: Luck in Wesnoth: Rationale
I think this is a good time to point out my list of 4 suggestions to fix the perceived lack of control in Wesnoth. All of them can be implemented independent of the others.
- October 15th, 2008, 11:06 pm
- Forum: Ideas
- Topic: Lobby loggins in chat log
- Replies: 9
- Views: 3166
Re: Lobby loggins in chat log
I don't see why lobby logins should go in the chatlog at all, regardless of any settings. It's not like you need them later when watching a replay.
- October 13th, 2008, 9:59 pm
- Forum: Coder’s Corner
- Topic: WTF TEST_MAIN means?
- Replies: 2
- Views: 1858
Re: WTF TEST_MAIN means?
I can help you!Howling_Wolf wrote:I really hat to see all those DWESNOTH_BOOST_TEST_MAIN on every line... (
make > /dev/null
- October 12th, 2008, 1:58 pm
- Forum: Ideas
- Topic: Trait Idea: Perceptive
- Replies: 27
- Views: 6266
Re: Trait Idea: Perceptive
Like, 2 hex further than normal?Sangel wrote:significantly better
I like the idea
- October 12th, 2008, 1:54 pm
- Forum: Users’ Forum
- Topic: How does the action timer works?
- Replies: 4
- Views: 1538
Re: How does the action timer works?
My advice (to anyone who does not understand the action timer) is: do what I do and either deactivate the action timer or set the other values to make the action bonus irrelevant.
- October 9th, 2008, 5:46 pm
- Forum: Technical Support
- Topic: Source Code
- Replies: 9
- Views: 2345
Re: Source Code
Since the last official Dev-C++ release was in February 2005 and hasn't really been developed any further as far as I know, I'd recommend Code::Blocks instead. It's a current IDE which is still being improved. The project is active and has actually gone beyond version 1.0
- October 5th, 2008, 9:40 pm
- Forum: Multiplayer Development
- Topic: A idea how to make units/factions better
- Replies: 32
- Views: 5467
Re: A idea how to make Mages better
Yeah but in reality if you had a mage who was strong you could hardly tell him stop being strong and be intelligent for example. And by the same line of argument, if "in reality" you had a dwarven fighter who was dextrous... Hm. WINR. Edit: Make that an Orcish Grunt. Why are there no dext...