Journeywar - Page 13

Journeywar

PicassoCT's stunning mixture of game design and psychedelia, for your enjoyment!

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Win the chance to show picasso were hes gone wrong.

Code: Select all

#include <iostream>
#include <string>
#include <sstream>


// State the purpose of the program: Simple Calculator



using namespace std;

int firstvar, secondvar;
string mathsymb;
int ergebniss;

int main()
{
    cout<< " This is a simple calculator, enter the first Number:\n";
    cin >> firstvar;
    cout<< "Enter the Operator:\n";
    cin >> mathsymb;
    cout<< "Enter the second number:\n";
    cin >> secondvar;
// wip1
if (mathsymb=+);
{

 ergebniss= firstvar + secondvar ;
 cout<< "The Result is: \n";
 cout<< ergebniss;
}
if ( mathsymb=/)
    {
       ergebniss= firstvar/secondvar;
        cout<< "The Result is: \n";
        cout<< ergebniss;
            }
if (mathsymb=*)
{
    ergebniss= firstvar * secondvar;
    cout<< "The Result is: \n";
    cout<< ergebniss;
}
if (mathsymb=-)
{
    //WIP2
   ergebniss= firstvar -secondvar;
   cout<< "The Result is: \n";
        cout<< ergebniss;
}
else
cout<< "Wrong Entry: #Fatal Internal Error in Overcomplicated Desintegrated Modul 404_Bla.32.sys. You destroyed this holy shrine, enraged the machine spirits, do not even try to contact Support.\n";
cout << "Run, like you never ran beforrest. If you do it fast enough, they wont catch you for destroying unintelligent property..";




    return 0;
}
As reward you gain a view on the not-finnished gatefortress texture.
Image

No one? Well, got to troll some more, to get the critizens i adore.
Attachments
Gatefortress copy.jpg
(210 KiB) Downloaded 5 times
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

if (mathsymb=*)
for comparing must use == instead of =
"*" instead of * because you want a string

ie

if (mathsymb == "*")
or
if (mathsymb == '*')
when you use a char
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Journeywar

Post by zwzsg »

knorke wrote:if (mathsymb == "*")
In C, you can't compare strings like that. Because string are arrays of characters, and you can only compare the single characters. You must use strcmp (or code yourself a loop) to compare strings.
knorke wrote:if (mathsymb == '*')
when you use a char
yes. Except mathsymb wasn't declared as char.

Also, PicassoCT, do you know you don't need to know any C to mod Spring?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Journeywar

Post by knorke »

yea, in C you must use strcmp but i am pretty sure == is a operator in C++'s string class. (i assume he is doing c++ because of cin and cout)
At least it has always worked for me.

cool anthill btw!
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Thx for the answer, will try, standby... it works, it works, thx, thx, hurraj, it does what it does, this is fun. Like solving riddles on logicgolems that can walk and talk.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

IM NOUNCING MY DESIGNDECISION!

First Thing first.
Image
This Thing is the Hive, it is a journeymanbuilding, made by bob. It is a geothermal Building, a alternative to the microintensive ViralFactory.
It spawns (nearly costfree) Waves of Units, like Antlions, Bugs, Hydras & Rhinos (Bob everywhere.), adding a Towerdefense element for the CentrAIL Players. Now, if you read carefully, you know that there are baitbuildings, who will "re"-turn this into a advantage for advanced players. Two Geos in opposite hands level each other as advantage.

The Artillery
Image
Will get a third type of ammonition. In addition to Darkmatter (Normal) and SpineSnake-Shells (TakeoverofEnemys), it gets the Headcrab Shell, able to raise corpses within range, into headcrab zombies, who attack everything on sight.
Headcrabs by Bob.
Image

The BlackGuardMTW,
Image[/URL]
gains the Ability to Combine (with support Con_Vehicles of Curse) any features on the map > 5000 hps. Thus equipped, they turn function_wise into a fortified position.

I broke the holy feature freeze, because through the cooperation with bob, we both might gain textured units (i will start texturing the headcrab). It seemed worthwile, and will certainly add more halflife to the Journeywar. Mea Maxima Culpa.

Another Designdesicion is, that for the Stridersynth(High), the Collissiondetection of the DistrictNone and some Journeymantraps, will be deactivated.


Finally, i finnished texturing the gatefortress, a Transformertrain, that rails a Stargate through wich it rolls. Was a bitch, because everything is edgy and stretchy, tex is 512 x 512
Image

After:
http://www.youtube.com/watch?v=mB025osqqHE

Before:
http://www.youtube.com/watch?v=eePGokTjM44

Stay focussed, stay tuned, thx for your attention. Coments very much appreciated.

One last Addition, the CentrAIl gains the TransitNode - a sort of slow UnitTeleporter...
Attachments
gatefortesstextured.jpg
(1.12 MiB) Downloaded 5 times
artillery.jpg
(137.32 KiB) Downloaded 5 times
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Journeywar

Post by Google_Frog »

I love the concept and animation of the structure that moves by feeding itself through a small wormhole. Have you done the effect for the other end of the teleporter?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

You mean looping the animation backwards? :) Its easy, its cheesy, itsa me, Dirty Haxxaround.

http://www.youtube.com/watch?v=Nry01g1tbUs

Small Vid of the Transitnodes Animation (Little Cars & Trucks buzzing by) it should give the CentrailsCity a feeling of more activity

Redid some parts of the Cityblock- made it more Futuristic..
[img]
http://springrts.com/phpbb/download/fil ... ew&id=5428[/img]

You can see the old version on the left.
Attachments
cityblock.jpg
(189.65 KiB) Downloaded 5 times
Last edited by PicassoCT on 19 Dec 2010, 10:03, edited 1 time in total.
Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Journeywar

Post by Google_Frog »

That's cheating!

The 'head' and the 'tail' of the city are different, the most obvious difference is that the head has that blue wall after it. If you run the animation backwards it will enter the portal tail first and leave head first which makes no sense.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Its a magic, cut that, its a nanotech, fairydust portal, that transforms colour, form and function, hell, are you trying to slap me with the realism flyswatter, google_frog? Im not doing a HL3 here, oh, well i do, but the whole RealDeal aint invalved. :)

INB4 Google Frog catches the real logic error: If a Gate is fired (and manufactured, and the train moves through the gate, then who collects gate?

Answer: Self+D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Whenever the BLACKGUARD MTW arrives and COMBINES a FEATURE on the MAP (includes the corpses of Enemy Buildings)

This is pulled around the feature, gaining the hitpoints of a fortified position and the sniper_weapon

Imagine the feature inside the orangebox.

Image

Also, related to the pms on the puddlejumperness of the gatefortress, the bug(geohive) and the g-man visible in the shroudshrike. You cant steal from so many franchises at the same time, Picasos is no argument. Im aint stealing, im getting inspired, robbing good of the intertubes always was my hero.
Attachments
Combined.jpg
(91.42 KiB) Downloaded 4 times
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Journeywar

Post by Wombat »

i was lurking deviantart for some neato stuff and found this http://neolight.deviantart.com/art/Buil ... me&qo=1128

thought about u immediently ;) i suggest taking look at his other concepts, top quality stuff
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

This issss very related to my interests...

As reward, the "Turret" of the Combined Feature

Image

There is no rule, written anywhere, that turrets have to look liek turrets

Added two turrets to the Journeys- one beeing a piece of rainforrest (jamtower)

The other beeing a fungiforrest (preventing anything from living in the closer surroundings)
Attachments
Turretsyndrom.jpg
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Google_Frog
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Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Journeywar

Post by Google_Frog »

ARgh!!

Turrets must look like turrets! Don't go down the path of countless wc3 TDs, it looks really really really stupid.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Why? Because guards constantly stand in positionl, and turning on the spot? This Tower would be the only Time i do this, you dont see the combmine assasine until you zoom in (the white sunshadethingy prevents this). Every other Turret is mainly CrimeContaimentCapsules or Turrets itself (Railgunlike)

Pictures of the Rainforrest (Textured)
Image
Basically a Jamtower, lowering the LOS of every Unit coming near.


and the fungiforrest (pre-coloured)
Image
Fungiforrests will look like green grasshills from the side, and like really bizarr stuff from above. They also will have a green glowing decall, and kill everything coming closer to them (journeyman or CentrAIl Units&Buildings alike)
Only Artillery and Air get this thing away again. Thx goes to wombat.
Attachments
radarjam.jpg
(164.62 KiB) Downloaded 4 times
radarjam.jpg
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Fungiforrest.jpg
(84.79 KiB) Downloaded 4 times
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Journeyman: ConRoach
Image

Imagine this creatures coming, line after line, vannishing in constructionsites, out which even stranger creatures appear...
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PapaConRoach.jpg
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Undecided witch unit to texture next: Close your eyes, take the spreadsheet. Hit, first post gets to comand which unit is next on the list.

https://spreadsheets.google.com/ccc?key ... li=1#gid=1

Long List is long.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Journeywar

Post by 1v0ry_k1ng »

got any screenshots of this stuff ingame yet?
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Journeywar

Post by Wombat »

ported - 0

seriously, i still think these dont need any texture xD
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Journeywar

Post by Wombat »

http://princesoul.deviantart.com/art/Fa ... ime&qo=244

i check 'game development' on deviantart every day so ill post more hopefully ;)

bottom left could be nice airplant :D
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