P.U.R.E. 0.8 RC3 - Page 20

P.U.R.E. 0.8 RC3

WolfeGames and projects headed by Argh.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: P.U.R.E. 0.8 RC3

Post by Argh »

@Pxtl: Kick ass. I'll check it out asap.

@Spawn_Retard and ClericVash: go get the "Linux Build", it's just a couple of SDZs. Huge SDZs, mind ye, but it's "bare bones".

@AF: I'll look at stockpiling. I'm tempted to just remove it entirely from that unit, though, as it's a largely unnecessary piece of micro, imo.

@WZ: Can't take music like that- everything we have is CC-SA, or (C) with explicit permission to distribute. I'll take a listen, though, it might help inspire musicians.
riveR
Posts: 2
Joined: 08 Oct 2008, 22:07

Re: P.U.R.E. 0.8 RC3

Post by riveR »

For CC music, u might wanna take a look at this link:
http://www.newgrounds.com/audio/listen/173680
(i took the liberty of linking to the toprated song - and its cc)
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

There's a lot of interesting CC-SA stuff on there, imo:

http://www.newgrounds.com/audio/listen/154228

http://www.newgrounds.com/audio/listen/156437

http://www.newgrounds.com/audio/listen/133005

http://www.newgrounds.com/audio/listen/107186

http://www.newgrounds.com/audio/listen/174752

http://www.newgrounds.com/audio/listen/165346

http://www.newgrounds.com/audio/listen/158497 (personally, I liked just about everything by this guy, but I really like old-skool genuine techno / industrial)

http://www.newgrounds.com/audio/listen/96201 (nice feel, wish I was making a straight-up action title)

http://www.newgrounds.com/audio/listen/90532 (hey, I'm pretty sure I heard this in a movie, lol)

http://www.newgrounds.com/audio/listen/177908


Unfortunately... none of it's really geared towards the kind of music that this game needs, mainly because it's 90+ BPM and because on a lot of it, the mastering is rather poorly done. But mainly, it's feel and quality.
Last edited by Argh on 10 Oct 2008, 09:10, edited 1 time in total.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

After I blew a couple of hours listening to music that I don't want to use, I did some screwing around this evening... this resulted. Don't click if you don't like something that will wake the neighbors.

<me goes back to painting !*@#*! plants>
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MR.D
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Re: P.U.R.E. 0.8 RC3

Post by MR.D »

That works good tbh, some of it is a little oversampled, but the softer part at the beginning is about perfect for RTS music.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Call me crazy, but I'm almost tempted to make a video with this, and maybe the new map I'm... er, yeah...

<gets back to work>
Google_Frog
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Re: P.U.R.E. 0.8 RC3

Post by Google_Frog »

Only thing I did notice was that the build towers had no repeat button
This is to give an advantage to people who have low pings and enough micro to nano-shield.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

This is to give an advantage to people who have low pings and enough micro to nano-shield.
Heh. Dunno about a solution to that, other than a flat-out limit on the ability to give rapid Build orders, to prevent the worst abuses. I'll look into that, see if it's possible with a simple BOS hack or whether it'll require Lua.

Then there's the problem with the MegaConstructor, where high-ping people still seem to lose the darn things some of the time, if they don't guard them with Engineering Teams. That one's probably solvable, by using Lua to intercept the commands and interpret them in a non-standard way that doesn't need buildtime calculation. May take awhile to fix, though.
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clericvash
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Re: P.U.R.E. 0.8 RC3

Post by clericvash »

Argh wrote: @Spawn_Retard and ClericVash: go get the "Linux Build", it's just a couple of SDZs. Huge SDZs, mind ye, but it's "bare bones".
Cool downloading now cheers mate. I think for RC4 you need to re-do the first bit of the topic since .77 is out now.
Gnomre
Imperial Winter Developer
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Re: P.U.R.E. 0.8 RC3

Post by Gnomre »

Argh wrote:http://www.newgrounds.com/audio/listen/90532 (hey, I'm pretty sure I heard this in a movie, lol)
Don't know about a movie but I know that's one of the tracks used in Castle Crashers (xbox live arcade game). All of their music is taken from Newgrounds I believe.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Cool downloading now cheers mate. I think for RC4 you need to re-do the first bit of the topic since .77 is out now.
I think I'm going to wait until enough bugs have been addressed that I feel like I'd be delivering a good product, first. I'm not in a super-giant hurry to push RC4 out, I've ended up tackling a lot of big problems and I'm making a lot of new content for World Builder, so it's basically something where waiting a bit to see when the dust will settle seems like a good idea to me.
Warlord Zsinj
Imperial Winter Developer
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Re: P.U.R.E. 0.8 RC3

Post by Warlord Zsinj »

argh wrote:Release Early, Release Often.
;)
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Hoi
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Re: P.U.R.E. 0.8 RC3

Post by Hoi »

Lol
mikedep333
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Joined: 25 Jul 2005, 20:07

Re: P.U.R.E. 0.8 RC3

Post by mikedep333 »

riveR wrote:For CC music, u might wanna take a look at this link:
http://www.newgrounds.com/audio/listen/173680
(i took the liberty of linking to the toprated song - and its cc)
Image
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Image
1600 / 1200 shot of GUI 2.0 WIP, un-edited game-rez shot.

Image
1024 / 768 shot of GUI 2.0 WIP, un-edited game-rez shot.

Lots of content creation still needing to be done, but the programming is pretty much ready. However, I thought that this would be interesting to see at this stage. Also, sorry about the delay in the release of World Builder Editor, I'm wanting to get it all packed into RC4 when it looks like 0.77b has stabilized a little bit more.
Last edited by Argh on 15 Oct 2008, 21:37, edited 1 time in total.
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Pxtl
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Re: P.U.R.E. 0.8 RC3

Post by Pxtl »

Illegible help-O-matic is illegible.

edit: love the Starcraft-style button layout.
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

Help O' Matic will be getting revamped. Part of why it's taking a minute.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: P.U.R.E. 0.8 RC3

Post by AF »

Are you listing the build icons underneath in that empty area or are you putting in a build button which opens up a menu?

I like the command layout now as its familiar to players of other games.

The resource bars seem counter intuitive, perhaps you can make them easier to interpret by making them look more conventional?
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Argh
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Re: P.U.R.E. 0.8 RC3

Post by Argh »

The resource bars seem counter intuitive, perhaps you can make them easier to interpret by making them look more conventional?
In what sense? Most modern RTS games don't even have a resource-bar approach, but just give you numbers. So, going "conventional" would mean removing that part of the UI and displaying that information in a different way.

Personally, I like having it do what it does now, which is change colors and dynamically resize as it gets nearer to "full", because it's such a simple indicator and easy to understand at a glance, yet it's a familiar dynamic for OTA players.
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AF
AI Developer
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Re: P.U.R.E. 0.8 RC3

Post by AF »

The bar itself is fine, its the stuff around it the numbers and how theyre arranged and represented, its counter intuitive.

For example, your not showing income and outcome, your showing net income and outcome, and its not obvious, and isn't helpful. It only works when theres gross incoem and outgoings alongside it.

I would suggest moving the current resources amount from the box and actually putting it int he middle of the bar itself, perhaps making the border image thing jut out as if its making room for it.

But the point is resource bars in spring/supcom/ota all tend to follow basic designs which your resource bars don't, and the existing design has merits you should copy.
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