Journeywar - Page 40

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 »

Various Questions:

a) Knorke, you once showed this energybar via the unitdef widget. That was basically Reseting the Units Information via Cob?

b) I wanted a groundflash.. basically a glowing texture on the ground.

Code: Select all

 groundflash = {
      air                = true,
      alwaysvisible      = true,
      circlealpha        = 0.5,
      circlegrowth       = 8,
      flashalpha         = 0.9,
      flashsize          = 150,
      ground             = true,
      ttl                = 17,
      water              = true,
      color = {
        [1]  = 1,
        [2]  = 0.5,
        [3]  = 0.20000000298023,
      },
    },
But this didnt show up..
Yet DoTo:
+the Blackguard MTW - it needs a diffrent deploy mechanism. To build troops manual is not funny.
+Charger Widget needs work
+Contrain still doesent work
+AniMatrix still gets people doing the moonwalk
+Sniper Emit Forced LaserWeapon always fires at the same Spot in the Landscape or doesent fire at all.
+Condepot still has issues with the buildspots
+Beherith needs work.
+That freaking FirePainterTool.

Wish changelog was more spectacular. Well the Eyecandy is fired off.



Also sliced the AnimMatrix and the neverEndingParty from the OperaScript.
Worked on the PortalStorm (Thats why i need the groundflash.. it looks bad, if the world ends but the ground doesent even blush).

I wrote some code for the Metalldiggester.
Bugfixxed the condepot.
Did some Soundeffects for the tiglil.
Tweaked some Values.
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Blackdutchie
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Joined: 12 Mar 2009, 20:41

Re: Journeywar

Post by Blackdutchie »

Instead of building manually, why not have it stock up troops?
Like a nuke launchers in most *A modules, and the tacnuke sub in ZK. It'd stock up on units, that could then be deployed next to it using like, an attack or something. Could even give it a nice little effect when they come out. (*Smoke grenade flies out the back* "Go go go!")
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

That was the original plan.. but i have no idea how to use stockpiled weapons.

So i will write my own Version and get a idea.. shouldnt be that difficult.

BRB with complaints about bugs instead.

Guess its high time for a new version.

PS: Anybody have a gameEndcondition.lua to link me to? Im still deving on 82.7 and for a valid release.. this one must be add.

And of course.. i need to have it bugfree to release it so you can find bugs .. oh thats a circle of thought going offroad..
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knorke
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Re: Journeywar

Post by knorke »

PicassoCT wrote:Various Questions:

a) Knorke, you once showed this energybar via the unitdef widget. That was basically Reseting the Units Information via Cob?
http://springrts.com/phpbb/viewtopic.php?f=23&t=27025
It uses the lua function to set unit tooltip, which can have color. (its more for lol)

game end:
https://github.com/spring/spring/blob/d ... me_end.lua
+the Blackguard MTW - it needs a diffrent deploy mechanism. To build troops manual is not funny.
various mine-layer wupgets, same idea: http://springrts.com/phpbb/viewtopic.php?f=23&t=27747
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smoth
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Re: Journeywar

Post by smoth »

very nice ceg
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

smoth wrote:very nice ceg
Guess who i copied and pasted it together from :D

Little tip.. his Name starts with S and ends with h. ;)
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Blackdutchie
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Joined: 12 Mar 2009, 20:41

Re: Journeywar

Post by Blackdutchie »

I am guessing Sknorkeh. It's probably Sknorkeh.
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smoth
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Re: Journeywar

Post by smoth »

based on the energy building explosion?
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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT »

Saddle the lawyers!

Seriously the origin of the ceg should remain rather mysterious, lets just say its from the CLOUD! + Some own textures.

That downbelow is (Java AutoUpdater blinks into view, annoys me heavily, die, die you nuissance).. the burnteal who has been recoloured :D

http://springfiles.com/spring/games/jw-alphav-0003
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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT »

Anybody of those 2 played the new version? Any coments? Bugs? Improvements?
gajop
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Re: Journeywar

Post by gajop »

thundercloud sound is a bit loud/annoying
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

the electric sounds? Or the the storm sound? those are 3 soundfiles..

Lowered them all.. 0.8 would be okay?

If you are not sure which one sounds/citadell are the portalsounds
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FireStorm_
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Joined: 19 Aug 2009, 16:09

Re: Journeywar

Post by FireStorm_ »

I can't believe I was just playing Journeywar. :-)

The storm made my headphones explode (good thing they weren't on my head :-) ) it looked very nice btw.

But how much is supposed to work in this stage? I thought I'd take a look at all the buildings in the build menu but after ordering construction nothing happened.
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PicassoCT
Journeywar Developer & Mapper
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Re: Journeywar

Post by PicassoCT »

Thats because the citadell isnt your "builder".. it stores buildplans. You order convehicles to build the actuall buildings - and those convehicles get consumed in the buildprogress. The condepot builds fresh convehicles.. this way.. as long as you got a condepot with guard comand and a citadell on repeat.. you have basically a selfrestoring base. But beware.. convehicles are your money.. so if you construct something and the enemy is clever enough not to attack the construciton plan.. he can suck you dry killing off the convehicles.

Also the citadells conrange is limited. Unlike the journeymans. So plan in for the city parameter (efence .. later upon defensetowers. Sentrynells, patrolling guards .. later in game gamagardeners (who keep the buildings of the journeyman from growing to close to your base)..

Sorry, if i start explaining now, its so intervined.. it doesent make much sense.
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zoggop
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Joined: 07 Sep 2010, 18:47

Re: Journeywar

Post by zoggop »

I have pretty much the same comments, except that I was wearing the headphones at the time. Ow. (But yes, the CEG is lovely.) Your explanation of how building works at once hurts my brain and sounds promising.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

Dont you make me start explaining allover again. Not the shroudshrike. Not the bait-buildings (its basically about insurrance-fraud and tricking your opponent into destroying selected parts of the base)

Welcome to the madhouse, here is your tinfoil hat and your medication.
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Blackdutchie
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Joined: 12 Mar 2009, 20:41

Re: Journeywar

Post by Blackdutchie »

Managed to get my condepot up at the second try, however, when it finished it immediately retreated into the ground with the sound of an air raid alarm. Switching states didn't help.
Was stuck at that point, with no way to build conairs.

Also tried journeyman, but those are too incomplete to really tell much.
(did like the dancing lillies)
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

sorry, yes condepot bug is right now on the workbench.
This retrieval problem is giving me trouble with nearly all retrievable units. (moholuxerybuilding, luxerybuilding, condepot)

I also noted that the sniperAiminglaser is still borked. And of course that freaking train. Always that train.

Also added a throwing themselves down for cover animation for the blackguard.

Tiglil was a moment of insanity. (I was stuck with some problems, and everytime i realied a approach doesent work, i made a idle animation -> result over 9000 lines of animation code


Journeyman are broken atm. Although they provide a sort of chicken experience if you cheat some mexes and energybuildings in.

Beware of the honeypots.. those things are evil. Also.. that electroweapon of the fence and the vorts doesent work.



TL,Dr; lousy moddev with sad excuses go back to work.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Journeywar

Post by PicassoCT »

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

Re: Journeywar

Post by PicassoCT »

NUTS.
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