View topic - Do bitches know about mah Tanks? I bet no.



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PostPosted: 07 Feb 2011, 11:30 
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kalda341 wrote:
How did you make the awesome menu?
Wombat wrote:
looks like paint for me.


It is paint!

The UI is from a game I made earlier and hopefully get time to finish some day. :roll:
Image
http://love2d.org/wiki/Astropatrolonium
It is quite the simple "framework" though so making it from scratch shouldnt have taken that long either, maybe some hours, but as I had this already I just reused. It was basically copy&paste except adjusting the drawing functions.
I did not use ie chili/redui/iceui because figuring those out would have taken me longer.

The buttons are just rectangles drawn with gl.Rect and then i check if a mouse click was in the rectangle.
If you look in tp_singleplayermenu.lua
ie I for the "Start Game" button I just do:

Code:
add_button (buttons, 0.4, 0.1, 0.25, 0.1, "Start Game", "button_start",{0,1,1,0.4})

"Start Game" is the text on the button.
The 0.4, 0.1, 0.25, 0.1 are position+size, the {0,1,1,0.4} is color.
buttons is the name of the list the button goes into.
"button_start" is the value returned if the button gets clicked.

Then to see if the button is clicked, I just do:
Code:
local cb = clicked_button (buttons)
if (cb=="button_start") then
restart_spring (missions[selected_missionid].startscript_fn)


When I feel bored I will probally put all the UI stuff in a seperate file so i can use the buttons in ie the hitboxeditor or unitposer.
And if there is interesst and I feel really bored I might make a docu/tutorial on it. Though imo for somebody who knows how to use these buttons just doing them from scratch would be trivial.


The restarting of Spring is done via Spring.Restart ()
There is a folder with some startscript.txt files and they just get passed to the Restart command.
I made the startscripts with SpringLobby by setting up battle, start spring and get the file from folder.
With help by Zwszg I adjusted the startscripts to work in Singleplayer, some entries must be changed ie host ip adresses etc.


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PostPosted: 09 Feb 2011, 07:00 

Joined: 19 Nov 2010, 09:44
That is a really fun game. Do you mind if I play around with some of your widgets and gadgets with my game? I would love a tutorial on the menu!


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PostPosted: 09 Feb 2011, 07:29 
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thanks :)
sure, go ahead if you find usefull bits.


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PostPosted: 10 Feb 2011, 02:24 

Joined: 10 Feb 2011, 01:52
anyone got a game up?


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PostPosted: 10 Feb 2011, 06:37 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
ye im hosting, come join


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PostPosted: 26 Feb 2011, 13:53 
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Joined: 31 Aug 2010, 13:09
Huh..

i thought this was like one person per tank sorta thing, you select a tank type and use that.

Looked really good in the preview video.

tried it earlier and its not really that fun just feels bland really, more like proof of concept rather than an actual game.

Also: for some reason my tanks were never in color only gray?


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PostPosted: 26 Feb 2011, 22:25 
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Quote:
more like proof of concept rather than an actual game.
That it was it is ;)
Its originally made as a demo example to show the animated tracks.
The game itself is as complex/good as the players who play it. The AI does not really do it justice as it just blindly
Sends all units forward. Playing against human players its more fun & tactical.

Well still thanks for the feedback even if negative, its the first real gameplay feedback
I hear apart from chatting during the games i played myself. Would be
Good if you could upload replays... Without feedback or replays I can not improve the.
Game. Also can you post a screenshot of the gray tanks? Maybe it was just the default color of your
Lobby? Never heard of such error in Spring..Were just your tanks gray or also the
Enemy units? Well keep in mind its still beta, hopefully next version will feel a bit more like a real game, ;)


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PostPosted: 26 Feb 2011, 23:51 
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
it needs ally teams!


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PostPosted: 28 Feb 2011, 18:11 
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Lies. (ive never seen > 2 players games when i didnt host :roll:)
but its coming. slowly. also hotkeys!


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PostPosted: 02 Mar 2011, 01:35 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
knorke wrote:
but its coming. slowly. also new tanks made by my hero Wombat (using kais legos)


fixed ? or no ?


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PostPosted: 02 Mar 2011, 02:59 
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:?:
for the new unit i need this: http://answers.springlobby.info/questio ... rgetweight


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PostPosted: 02 Mar 2011, 03:16 
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i actually meant remaking old one D: question is if u bother to re-code them


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PostPosted: 02 Mar 2011, 03:48 
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knorke, have you tried the cob command in the lus (for changing targets)?


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PostPosted: 02 Mar 2011, 21:54 
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bobthedinosaur wrote:
knorke, have you tried the cob command in the lus (for changing targets)?
doesnt wurk.

remaking tanks:
why? what should be different?


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PostPosted: 27 Mar 2011, 13:57 
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is any kind of directional damage implemented? (ie, more damage for rear shots?) or are these not those kind of tanks?


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PostPosted: 27 Mar 2011, 17:18 
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not those kind of tanks.
do do you think directional damage would work with this? imo it would be quite confusing as 50% of the tanks is made up by the turrets..


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PostPosted: 17 Apr 2011, 21:59 
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Joined: 31 Aug 2010, 13:09
Directional damage would work with larger (or more realistic) tanks.

As for Spring tanks, i dont think itd suit since as knorke said the tanks are like 80% turret.


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