bzar
A Commando
New carrier indicators and stuff.
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The thin frame was a bit hard to see on some of your graphics. I'll see if I can make the indicator less confusing. I'd like to have some indication of the unit's carrying capabilities. At one point I thought about giving scouts the ability to carry one infantry unit and raise their price a bit.I noticed the carrier indicator already, to be honest, it is slightly confusing. The white boxes could also look like there are units in. I recommend to just display boxes when a unit is actualy in the carrier (one or two). Empty Carrier vehicles show nothing.
OR you could make just a thin frame, a transparent rectangle, if you want to have a "empty" graphic for the loading indication. Should look more intuitive. (Actualy, exactly like the old indicator - just spotted it yet on the normal Wars server )
EDIT: I'm through with the Vehicles, finaly! Air Units next, I've noticed I suck in making Planes and Helicopters. h34r: I guess it will not get better than the Heli currently looks, I hope it is still good enough. ^^
does this mean we could use jqeury also? as that would open up the ability to have some basic anitmation i.e. see the units move but without the sprites really actually animating of courseEDIT: I just got an idea about scriptable themes. Basically a theme could define how a specific situation is rendered. This way you could have the landed air units and openable bridges and whatnot. The interface would be a single javascript file that defines a specific function. The function would get information about the tile and possible unit to be rendered and return a list of rect definitions that specify which parts of the sprite sheet are rendered and in what order. The upside of a solution like this would be backwards compatibility with simpler themes. This is still very much on an idea stage, but at some point it might make theming a lot more interesting
No you couldn't. The game view is HTML5 canvas and cannot be trivially animated with JQuery. If someone wants to implement animation just fork the git and make it happen . I'll find a way to merge the changes back so that it's an optional feature after that. I'd be delighted to have some help with this .does this mean we could use jqeury also? as that would open up the ability to have some basic anitmation i.e. see the units move but without the sprites really actually animating of course
I try to draw some indicators, I'm also not sure what could look nice, would be nice if they are part of the sprite sheet, same for the "deploy" indicator.The thin frame was a bit hard to see on some of your graphics. I'll see if I can make the indicator less confusing. I'd like to have some indication of the unit's carrying capabilities. At one point I thought about giving scouts the ability to carry one infantry unit and raise their price a bit.
Sounds complicated. Take your time, I guess it is not that important right now. Visible Movement would be nice, or at least arrows like in AdvanceWars that show the path of the unit. Visual movement/fire range of each unit could also help. Appears when clicking on the unit, also with enemy units.EDIT: I just got an idea about scriptable themes. Basically a theme could define how a specific situation is rendered. This way you could have the landed air units and openable bridges and whatnot. The interface would be a single javascript file that defines a specific function. The function would get information about the tile and possible unit to be rendered and return a list of rect definitions that specify which parts of the sprite sheet are rendered and in what order. The upside of a solution like this would be backwards compatibility with simpler themes. This is still very much on an idea stage, but at some point it might make theming a lot more interesting
Potentially possible at some pointI try to draw some indicators, I'm also not sure what could look nice, would be nice if they are part of the sprite sheet, same for the "deploy" indicator.
I'll need to consider both of these from a balancing point of view. The gameplay is pretty balanced at the time, so any changes need to be thought out carefully.Nice Idea with the Scout. Could make capturing buildings faster in early game. For the APC, loading/unloading could need a slight overhaul, I would like to unload 2 units in the same round (optional)
The arrows/movement path input will need to be done for fog of war to work. Visual movement is in the roadmap backlog, I'll get to it when I get the basic things (there's a lot of non-visible work to be done) and "low hanging fruits" (quick tasks with proportionally big benefits) done. Showing enemies' movement/fire ranges I actually had already planned a long time ago, but I had already forgotten about it .Sounds complicated. Take your time, I guess it is not that important right now. Visible Movement would be nice, or at least arrows like in AdvanceWars that show the path of the unit. Visual movement/fire range of each unit could also help. Appears when clicking on the unit, also with enemy units.
In the roadmap. Planned for version 1.1. Though I was considering just mirroring the units instead of having separate graphics. The scripted themes would solve this too .If I would recommend a feature, I would like to see Units can face in different directions, depending of how they move/fight. I already rendered all of my units from both sides so they are ready for this feature.
Mirroring would be possible but then, the entire light/shadow setup of the sprites would be completely wrong. Thats why I made 2 sides of the units. Ohterwise I have to set the light in straight front/back or so, but then the units loos their contrast.In the roadmap. Planned for version 1.1. Though I was considering just mirroring the units instead of having separate graphics. The scripted themes would solve this too .
So, "under the hood" the new Version is completely different from the current public version? ^^ I just ask because besides the graphics I actualy didn't noticed anything new in the dev Version , except for the missing features of the public version. :unsure:
Of course I know that alot stuff happen that normal users do not recognize instantly.
Happy coding! ^^
So, "under the hood" the new Version is completely different from the current public version? ^^ I just ask because besides the graphics I actualy didn't noticed anything new in the dev Version , except for the missing features of the public version. :unsure:
Of course I know that alot stuff happen that normal users do not recognize instantly.
Happy coding! ^^
Great!The efficiency indicators could be a good addition. I'll put them to 1.1 milestone for now.
I also thought something like this. The maker of these 3D stuff wrote about, that someone could using it in a game. SOme 3D AW remake would be cool, maybe WARS could be the base but then with AI computer players I hope. Maybe we can inspire someone to make some 3D experiments with this kind of game? ^^Those are very faithful to the original AW2 tiles . You know what would be awesome? Someone forking wars-gamenode and making a webgl-based client with 3D in-game graphics
My graphics?Cool Sprite Sheet. What did you use to draw them if you don't mind me asking?