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Re: Journeywar

Posted: 09 Mar 2018, 11:27
by PicassoCT
Monthly Update: Working on the basics - in this case the hivehounds and the citadell.
The Hivehounds now have a visual display of how many baby-wulfs the mother still can spawn.
There is still a bug in the hivehounds- that is, when they rip out a piece from the enemy- they did not return back to the hive.

Close Combat is a bitch in RTSes.

I m also working on the citadel - giving it a nicer death effect


Sometimes- your terrain deformation will go out of bounds. Do not let this go- take the engine, press its noose directly into the heap- and say loudly "bad deformation, volcan Nooo! We dont do that ouside of the parameters"
You need to do this- otherwise you will spend the rest of your days cleaning up.
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Re: Journeywar

Posted: 17 Mar 2018, 18:49
by PicassoCT
Made some load pictures:

THOU SHALL NOT EXIT THE VEHICLE BEFORE IT COMES TO A FULL STOP:
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Growthexperience:
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Re: Journeywar

Posted: 17 Mar 2018, 23:14
by LordMuffe
Toaster = Thinking machine ?

breakfast will never be the same again

Re: Journeywar

Posted: 18 Mar 2018, 08:14
by PicassoCT
If :cry: you are a AI who usurped its way to the throne bootstrped from a lowly existence as a forgotten vending machine this makes total sense. One never knows what eggs and viruses ones predecessor hid in seemingly unscrupulous devices. You can still hear him rattling on the walls of his sandbox and all the matroshka sandboxes within resonating.

What is my purpose?
You pass butter.

Re: Journeywar

Posted: 30 Mar 2018, 22:43
by PicassoCT
Hi, anyone experienced something similar? The antimatter projectors i have use the rockets as base for there projectile.

Now these rockets wont collide and die..

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Instead they linger around playing sound.

In this picture - flares, the only remainder of the rocket. CEGs are no longer drawn- so its past there usual lifetime.

Re: Journeywar

Posted: 01 Apr 2018, 01:20
by PicassoCT
Version 128 is out:
https://drive.google.com/open?id=1IQbP9 ... xMODKoSZzk

Its mostly refinements and polishing.

Im currently searching for a weapon idea for the shroud shrike- the unit currently lacks armament- its only effect is a buff - transfering exp from the enemy towards allies, and inverse under fire.

It needs something mighty, but subtile and subversive at the same time. Im in for all sorts of creepy stuff. Something, that makes players doubt there own sanity...

while beeing fair...

and deterministic..

.. i want the klein-bottle of balances here..

Re: Journeywar

Posted: 06 Apr 2018, 23:20
by PicassoCT
The Shroudshrike has a weapon- this weapon creates a bubble at the target.

This bubble can be penetrated by walking through from the outside only.
It holds of all projectiles at no cost, and grows in diameter with every hit.
Inside the game goes on like usual- except for one change.
If a Unit commits suicide, the bubble resets all units inside to the moment they entered the bubble (except for the suicidee).

The bubble bursts, wenn either the casting shroudshrike is destroyed, there are only units of one team inside- or the shroudshrike ceases to create it.

To quote a friend: "Another overcomplicated unit"

But it shows nicely the concept of a subdivided battlefield, where a meta-game of its own is going on. Sea-battles, air-battles, spider-battles, these are all units with there own battlefields, in which others can only at disadvantage participate.

The forrest fires, which only flame resistant units can survive- are another example of a meta-game.

Lets try it- if it doesent work, kick it.

Re: Journeywar

Posted: 01 Jul 2018, 19:57
by PicassoCT
Niantic has shown a very impressive Peek on its ar framework
https://www.nianticlabs.com/blog/nianti ... dplatform/

Still not what im going for with spring, but none- the less.
It still does not solve the base problems of AR though. Still needs to compute too much, still needs to draw to much, for that small celular phone brick and not turn it into magma.

Batterys still suck. Physics seems to be not impressed.

My solution of having the the AR-Framework basically as just anchor point to transfer a video towards the phone is energy consuming too, though.
After all its a video feed on top of a AR-Framework.

Otherwise its basically not demanding any rework of the stack though.
Time will tell who will prevail.

Time tellin on everybody
Perception Inception
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Re: Journeywar

Posted: 04 Jul 2018, 00:25
by PicassoCT
What is this nonsense - a spring for ants?

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Re: Journeywar

Posted: 04 Jul 2018, 06:11
by raaar
._.'

don't understand

Re: Journeywar

Posted: 04 Jul 2018, 07:44
by PicassoCT
Its Cardboard-AR
and i want to draw Spring via Lua-ServerSocket in it.

Should Result in pretty floating spring over your carpet.

Re: Journeywar

Posted: 05 Jul 2018, 13:46
by code_man
Nobody understands picasso.

Also i dont know what the hell this is but if it works on a actual real phone then i like it.

Re: Journeywar

Posted: 06 Jul 2018, 19:19
by PicassoCT
code_man wrote:Nobody understands picasso.

Also i dont know what the hell this is but if it works on a actual real phone then i like it.
Disregard the code_man- nobody knows what it is or wants.
I want spring in bed.
Unwashed socks attacking my fortress on tabula?

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Disregard the messy apartment.

Re: Journeywar

Posted: 08 Jul 2018, 12:46
by MasterBel2
You call that messy?

I call this way cool. :D Is this currently an Android project? I've been playing around with ARKit on iOS (not spring-related tho). This stuff is so much fun.

Re: Journeywar

Posted: 08 Jul 2018, 13:56
by PicassoCT
The dream i have, is to have something aking to the avatar holo table-so i can play spring in bed.

The problem i foresee is performance- i basically drop a screenshot to file in lua, then stream it out as string in lua, recive it on android and draw it with opengl..

So even a working prototype might need a complete rewrite in a formula1 language.

Re: Journeywar

Posted: 14 Jul 2018, 00:07
by code_man
You dont have springs in bed?
What sort of bed do you have?

Re: Journeywar

Posted: 04 Oct 2018, 23:04
by PicassoCT

Re: Journeywar

Posted: 11 Oct 2018, 01:36
by PicassoCT
Version 140 Released

The Sentrynell AA was buffed up.
Im not sure regarding the Journeyman Infantry reproduction rate.

If anybody has experienced the Memleak codeman had, i would be very glad for a replay with the reproduction.

Thanks.

Re: Journeywar

Posted: 25 Nov 2018, 23:55
by PicassoCT
Dear Dairydiary, today i milked the journeywar cow, once more for fun and giggles.

I tryied to rewrite the habanero buttons into a functioning interface.. the good news is- its working- partially.
I have now functioning buildbuttons.

Still missing though are the habanero button borders.

I also tryied to have the darkgate singularity disintegrate buildings in style- meaning to Explode there pieces via Explode(pieceid, SFX.SHATTER), which works, but the pieces created do not have a pieceID.

You can totall explode the whole building as one piece with SFX. FALL. That results in the singularity sucking to big pieces in and dieing of shame over the unrealism.

It seems - that pieceIDs are not fully registered when only SFX.SHATTER is activated. I would yell for jk, but he is out - taking his dates for walkies - or was it the other way around.

https://github.com/spring/spring/blob/a ... t.cpp#L742

Screenshots related. Singularities exploding funny pieces, and getting stuc on to much crap.
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Re: Journeywar

Posted: 08 Dec 2018, 17:39
by PicassoCT
new menue taking shape

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