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 Post subject: MicronWars!
PostPosted: 07 Mar 2011, 22:25 
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Joined: 01 Apr 2010, 20:05
http://springfiles.com/spring/games/micronwars
Dev: Razorblade

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("We will build chernobyl for you! With Military Complexes!"
-Comrade lt. Skimmers John)


100% IP-Free (No TA resource shit)
100% Technology tree! (No Rushing)
100% Sounded! (No "Quarwark - Robo-PeeWee Duck")
+Tracked animation!

+1 Faction


Question?


Last edited by Karl on 28 May 2011, 23:56, edited 1 time in total.

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 Post subject: Re: MicronWars!
PostPosted: 07 Mar 2011, 22:27 
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Joined: 22 Feb 2006, 01:02
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Karl wrote:
Question?
why does dl on springfiles not work?


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 Post subject: Re: MicronWars!
PostPosted: 07 Mar 2011, 22:28 
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Joined: 01 Apr 2010, 20:05
no idea i just recently noticed it:

@mods: can you please remove the duplicate thread?
my internet browser lagged and i thought it dint posted it sorry about that


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 Post subject: Re: MicronWars!
PostPosted: 07 Mar 2011, 22:35 
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Joined: 11 Jul 2009, 13:51
Location: Netherlands
Springfiles.com is currently down :?


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 Post subject: Re: MicronWars!
PostPosted: 07 Mar 2011, 22:36 
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Joined: 23 Oct 2004, 00:43
Karl wrote:
100% Technology tree! (No Rushing)
100% Sounded! (No "Quarwark - Robo-PeeWee Duck")
+Tracked animation!
+1 Faction

Question?


Any information about the gameplay beyond tracks, 1 faction, and a tech tree? Why it's called MicronWars? Are the units generally 1x1 to make the map feel bigger (but also mean we're fighting battles with indistinguishable tiny blocks)?


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 Post subject: Re: MicronWars!
PostPosted: 07 Mar 2011, 22:37 
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Joined: 02 May 2005, 02:56
Location: Canada
More Games is Always More Better!!!

I don't have a (non-work) computer capable of playing spring well enough for me to bother but I really enjoy looking at screen shots...


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 Post subject: Re: MicronWars!
PostPosted: 07 Mar 2011, 22:44 
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Joined: 01 Apr 2010, 20:05
The Gameplay is kinda not really balanced
eg some units might be somewhat imba some too weak
and the mod is kinda fresh

dont ask me why it is called MicronWars maybe just lacks for proper names :P

i will add soon some more screenshots


3 tanks
2 artillary tanks
1 construction unit
1 radar unit
2 air units
2 Machine Gun Turrets
1 Missile turret
and a few other stuffs

about the gameplay somemore
to build anything decent you need first some few powerplants to unlock others (it utilizes the tech gadgets or w/e it was named)
and some mexes not only for economy it is also important to protect them as much as possible because it affects you available technology tree!
there gives 1 super powerplant and 1 metal generator
3xSPP and 2xMG (unit limit)
texture is cheap i know but better then nothing or?
some units/weapons needs some metal to fire like the Ragnarok (missile artillery) or the Missile Turret
so dont spam these if you dont have sufficient metal amount!


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 Post subject: Re: MicronWars!
PostPosted: 07 Mar 2011, 23:09 
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Joined: 23 Oct 2004, 00:43
So wait, are powerplants for generating energy or are they research buildings for unlocking units?


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 Post subject: Re: MicronWars!
PostPosted: 07 Mar 2011, 23:10 
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Pxtl wrote:
So wait, are powerplants for generating energy or are they research buildings for unlocking units?


Both
think of like in C&C just more stronger usage of it


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 Post subject: Re: MicronWars!
PostPosted: 08 Mar 2011, 15:02 
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Joined: 11 Jul 2009, 13:51
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While springfiles is down here is a alternative DL link Micronwars DEMO v0.001.sdz


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 Post subject: Re: MicronWars!
PostPosted: 08 Mar 2011, 19:27 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Pxtl wrote:
So wait, are powerplants for generating energy or are they research buildings for unlocking units?


Ever since evo used stuff for this method and showed it, it's been both in every other game in spring (E.g. CA/ZK)

Consider it the new "Norm"


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 Post subject: Re: MicronWars!
PostPosted: 09 Mar 2011, 01:15 
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First off I think its cool that you released something.
tested a bit (basically just build each unit and shared some to enemy to watch them blow each other up etc)

the radar tank does not turn around its center but around its end point (set piece origin in upspring if thats not wanted)

metal storage is invisible (unit radius/height 0?)

art style/texture isnt the best but absolutely ok for me.
The tanks look good but good be a bit more different for my liking.
Some units could do with more teamcolor (i think powerplants have no teamcolor at all and con trucks only at the wheels)

some hitboxes dont fit, ie mobile artillery (immobilizer) is way too large. (press crtl+b to see them)
(you can try to resize them using this hitbox editor viewtopic.php?f=14&t=24882)

The rocket artillery animation hides a rocket after it is fired. That is cool. But it could be improved if you wouldnt show it again so shortly after firing. Only show the rocket again after all other rockets have been fired.

I noticed you have lots of unusued files in your game ie arm.bmp, core.bmp in sidepics\ folder
"unit_marker.lua" widget with entries for BA units, Armor.txt with unitnames from TA etc. Also
Quote:
100% IP-Free (No TA resource shit)
*opens some random unitdef* Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.; ;)

I guess that is because you used some TA mod as a base to make your game. Imo a better base are the example mods from http://springrts.com/wiki/The_Complete_ ... pring_Game
They only include the files you need and thus it is much easier to understand what each file does. For unit animations you might consider using Lua instead of COB. Better to change now then when you have finished all your animations.


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 Post subject: Re: MicronWars!
PostPosted: 09 Mar 2011, 05:31 
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Joined: 12 Oct 2007, 08:24
Nice that you have managed to release something. Getting a set of units together is the first and maybe biggest hurdle.

Forboding Angel wrote:
Pxtl wrote:
So wait, are powerplants for generating energy or are they research buildings for unlocking units?


Ever since evo used stuff for this method and showed it, it's been both in every other game in spring (E.g. CA/ZK)

Consider it the new "Norm"
Forb is completely wrong don't listen to him.


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 Post subject: Re: MicronWars!
PostPosted: 09 Mar 2011, 09:28 
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Joined: 01 Apr 2010, 20:05
Well as i said Razorblade is the main developer and by with 100% no ip shit means actually the ingame stuff i dint bothered to look around the mod files i am more is helper or however you want to name it

i dont know how he wants to do with teamcolor
i personally wouldn't add these to make more immersive i mean
you dint see tanks somewhere with big blue stripes or? :D

yes the invisible is due the height because you can still see the ghost if it

he also used i think WTO as base and thus it has some TA crap remains


me? no i was hardly at the time involved with the mod


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 Post subject: Re: MicronWars!
PostPosted: 09 Mar 2011, 13:54 
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Joined: 31 Aug 2010, 13:09
you dint see tanks somewhere with big blue stripes or? :D


Well, theirs realism and immersion

and being a pain to identify different teams and tanks.

I have the same problem with Evo RTS, too many units look the same at a glance, you actually have to look over the unit before being able to identify it unlike others where each unit has more of a variety in its units silhouettes and designs


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 Post subject: Re: MicronWars!
PostPosted: 09 Mar 2011, 15:59 
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Joined: 11 Jul 2009, 13:51
Location: Netherlands
@Knorke :

The radar tank its radar turns on the middle by me .

the metal storage invisible can be due to 2nd texture i removed the second texture. the height and radius where already set.

as for the textures i am not a first class texturer but will try to make something out of it.

thx for the hitbox changer i will make the boxes for the next REL.

i will change the rocket turret's reload script and i gonna remove the not used gadget/lua's.

100% IP FREE that will be soon :D

I prefer COB scripts i know that , LUA i am completely in the dark
i am not a coder :/


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 Post subject: Re: MicronWars!
PostPosted: 09 Mar 2011, 16:35 
Content Developer
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Joined: 13 Jan 2005, 00:46
Location: ModalitÃ
Razorblade wrote:
I prefer COB scripts i know that , LUA i am completely in the dark
i am not a coder :/

bos is a c-based language.. just move to lua you are going to see most things moving to it and will find yourself facing a monolithic conversion process if you don't


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 Post subject: Re: MicronWars!
PostPosted: 09 Mar 2011, 19:30 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Echo419 wrote:
I have the same problem with Evo RTS, too many units look the same at a glance, you actually have to look over the unit before being able to identify it unlike others where each unit has more of a variety in its units silhouettes and designs


The only tech where this could possibly be true is all terrains (they have bodies and 4 legs.. shocking that they all look somewhat similar ;p), but regardless, that wasn't what I was going after...

I think some recognition is required in all rts games. It took me prolly 5 or so games before I could tell the zerg and terran units apart in *c2, and I'd been watching replay VOD's for months (turned out it was a different experience wehn you're actually trying to play the game :-)). And *c2 units look NOTHING alike, but when they're in a giant ball, who can tell what is what?

It looks foreign because you've never seen it before. Don't turn it into some sort of detraction.


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 Post subject: Re: MicronWars!
PostPosted: 09 Mar 2011, 19:51 
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Joined: 01 Apr 2010, 20:05
Echo419 wrote:

I have the same problem with Evo RTS, too many units look the same at a glance, you actually have to look over the unit before being able to identify it unlike others where each unit has more of a variety in its units silhouettes and designs


This isn't EvoRTS
also your monitor is broken


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 Post subject: Re: MicronWars!
PostPosted: 14 Mar 2011, 16:41 
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Joined: 11 Jul 2009, 13:51
Location: Netherlands
OK!.
There is a new version on Springfiles.com.
it contains 3 new units/buildings.
It has a lot of fixes to.

Come check it out !
http://springfiles.com/spring/games/mic ... demo-v0002


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