Search found 268 matches
- January 2nd, 2011, 7:06 pm
- Forum: Game Development
- Topic: Shifting RTS paradigms -- brainstorming thread
- Replies: 13
- Views: 5828
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...
- July 7th, 2010, 11:49 pm
- Forum: Off-Topic
- Topic: WML How-To FLow Chart
- Replies: 13
- Views: 4224
Re: WML How-To FLow Chart
It says 'or give up'. ggkthxbyeHulavuta wrote:It says "Give Up"
- July 7th, 2010, 6:22 pm
- Forum: Off-Topic
- Topic: WML How-To FLow Chart
- Replies: 13
- Views: 4224
Re: WML How-To FLow Chart
Bottom left is a dead-end, it needs to redirect.
- June 28th, 2010, 12:23 am
- Forum: Off-Topic
- Topic: Who/What am I?
- Replies: 64
- Views: 13409
Re: Who/What am I?
next guess is a magic trick, like i said before, it isnt explicit enough
- June 27th, 2010, 3:01 pm
- Forum: Off-Topic
- Topic: Who/What am I?
- Replies: 64
- Views: 13409
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...
- June 24th, 2010, 7:35 pm
- Forum: Ideas
- Topic: Archiving/Packaging Resources (Resource Management)
- Replies: 7
- Views: 1890
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...
- June 24th, 2010, 7:53 am
- Forum: Game Development
- Topic: Frogatto and Scripted Cutscenes
- Replies: 7
- Views: 2762
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...
- May 28th, 2010, 4:48 pm
- Forum: Ideas
- Topic: [mainline] Wolf Unit Advancements
- Replies: 26
- Views: 5634
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.
- May 23rd, 2010, 6:01 pm
- Forum: Ideas
- Topic: Archiving/Packaging Resources (Resource Management)
- Replies: 7
- Views: 1890
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 ...
- May 22nd, 2010, 9:03 pm
- Forum: Ideas
- Topic: Archiving/Packaging Resources (Resource Management)
- Replies: 7
- Views: 1890
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...
- 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: 84211
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...
- May 5th, 2010, 12:53 am
- Forum: Multiplayer Development
- Topic: Gobowars is back! 2p MP campaign for Wesnoth 1.10.x
- Replies: 41
- Views: 17360
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 ...
- May 4th, 2010, 5:08 pm
- Forum: Multiplayer Development
- Topic: Gobowars is back! 2p MP campaign for Wesnoth 1.10.x
- Replies: 41
- Views: 17360
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.
- May 3rd, 2010, 9:29 pm
- Forum: Multiplayer Development
- Topic: Gobowars is back! 2p MP campaign for Wesnoth 1.10.x
- Replies: 41
- Views: 17360
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?
- May 1st, 2010, 4:35 pm
- Forum: Coder’s Corner
- Topic: Some questions about gui implementation in an SDL app
- Replies: 1
- Views: 1049
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...