Muzman on 23/2/2015 at 17:51
Quote Posted by henke
Yeah, that's got me a bit concerned.
Yeah. At which point I just sub in virtual dub to do the compressing to something else. I often find that simpler than using the Adobe compressor interface. But not everyone wants to do all that.
(I tried Blender for a while but it really did seem like you'd have to customise the hell out of the interface and window layout to make it recognisable as an editor...which that guy has done, so awesome.)
Judith on 23/2/2015 at 18:11
Quote Posted by henke
I don't know if I've got what it takes to compete on the Polish silly physics shenanigan games market.
As a translator in English-Polish language pair (with experience in game industry) I can help you apply Polish wherever you need. I'm no good for Polish silly physics though - I hate vodka.
faetal on 23/2/2015 at 18:41
You can use 3rd party vodka physics.
Yakoob on 24/2/2015 at 02:11
Quote Posted by henke
As for polish, man, I had the first playable prototype done after a week, and it feels like the month and a half since then I've mostly just been adding "polish". Textures, soundeffects, soundtrack, menu, scenery, timer, control-hints. Guess I could spiff up the UI a tad tho. Pretty much the only thing I've done for it yet is get a custom font.
Haha yep. Shit always takes more time than you think! Thats why im leaving so many months to do that on my own game.
Quote Posted by Judith
As a translator in English-Polish language pair (with experience in game industry) I can help you apply Polish wherever you need. I'm no good for Polish silly physics though – I hate vodka.
Funny that, im not a big fan of vodka either. More of a whiskey, beer and wine guy.
Also dont care for potatoes.
Pyrian on 24/2/2015 at 18:50
Adding a few sounds to a project makes the rest of it seem eerily silent. :erg:
Pyrian on 25/2/2015 at 21:26
...Just... ...Die... ...Already... :mad:
I'm having a ton of issues with dead units. Mostly crashes involving removed references, which are boring; I've still got a crash bug from party member death. But then come the other things...
My favorite is the fact that you can issue orders to dead units. Go ahead, issue all the orders you like. They won't DO anything. They're still dead. ...I suppose someday I should fix this...
Their movement paths remained visible. (Fixed.)
You could select them to issue orders or attack by clicking where they used to be. Units ordered to attack them would immediately give up, just like if they'd been killed during the course of the turn, which doesn't help when what you wanted was to move to that location. (Fixed.)
Dead units have their game objects inactivated. Enemy units not in line of sight have their game objects inactivated until you can see them again. Do you see where I'm going with this? Look away from a corpse, and then look back, and suddenly its "ghost" is returned! Units would even try to attack it, which actually caused a stack overflow (find closest enemy -> there he is -> set target -> oops my target is dead -> find closest enemy -> repeat ad infinitum). (Fixed.)
Yakoob on 26/2/2015 at 08:13
Pyrian, I've tried checking last few pages but couldn't quite find info on your project. What game is that? And what language/engine if any? Errors due to missing references sound like you're doing some lo-level coding?
Smart pointers, sir. Smart pointers!
Pyrian on 26/2/2015 at 13:15
Quote Posted by Yakoob
Pyrian, I've tried checking last few pages but couldn't quite find info on your project. What game is that?
Glade Raid. I guess I haven't actually posted about it. I'm making a small-party turn-based tactical RPG. Sort of like Shadowrun Returns or even good ol' D&D? Except that I'm using simultaneous turns instead of units acting one by one. No Frozen Synapse fiddly stuff, though. Each unit gets two orders per turn (with target(s) as appropriate).
Quote Posted by Yakoob
And what language/engine if any? Errors due to missing references sound like you're doing some lo-level coding?
Smart pointers, sir. Smart pointers!
Unity/C#. The errors are good, in a way; I need to catch all the cases that get away from me.
henke on 26/2/2015 at 13:32
Ooooh! Sounds good. Is there a "planning phase" where you get to give orders to the enemy units like in Frozen Synapse tho?
Pyrian on 26/2/2015 at 16:03
Quote Posted by henke
Ooooh! Sounds good.
Thanks. A little early to pass judgment, though, lol. :cheeky:
Quote Posted by henke
Is there a "planning phase" where you get to give orders to the enemy units like in Frozen Synapse tho?
No. I guess I'm filing that under "fiddly stuff"; I want this to play fast. I could spend hours tuning my movements just so in Frozen Synapse and it kind of drove me nuts because I didn't really enjoy doing it, but if I
didn't do it I'd lose vatforms in preventable ways. Even though I'm already vastly reducing the possible complexity of orders by limiting the player to two of them per unit, I want to avoid features that slow the game down.
...Plus, I'm doing full Fog of War, which kind of messes that feature up anyway.