Gaming,
Once a mech has been built its properties cannot be modified, they can only be changed before they're created...
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Gaming,
Once a mech has been built its properties cannot be modified, they can only be changed before they're created...
Arbiter ; I went into the mech-creation screen, and there was a textbox at the top of that screen with a - and + button either side.
Well I think it was the mech screen. Anyway, if you press the - button the game crashses and leaves you in 800*600 res.
Then in relation to the components for creating mechs, each screen I went to said I had met the requirements for that component. So I clicked on an item, and then clicked on the 'add to building queue' (or whatever it said). But that didnt do anything as far as I can tell. I did it for all components and it did nothing really ....
I think that the user should start with a few mechs. Maybe a few low level ones, and a high level one.
Also the production of buildings is a must in my opinion.
1 more thing ; the res. I deteste 800*600 :)
The vast majority of people are using 1024*768 nowadays, and if they're not, then they should be. So I think you should run the game at 1024*768.
There is another reason for this, and its because if the game crashes, you are left at 800*600 which is a bit of a *****.
Now it doesnt take all that long to bring the res back up, but I would prefer to not have to.
Anyway, keep up the good work :)
- jamie
PlenderJ,
And how are we my little leprechaun?
I'm aware of the problem with the text box at the top - that's been fixed for the next version.
Right, the add to build queue button adds the component to the build queue. The component has a certain number of industry points attached to it and the player produces a certain number of industry points per turn which are used to create aforementioned components.
Click the menu button just above turn complete and choose industry. You can view the build queue there. Every turn components will be produced in the order they were added to the build queue and will fall into the warehouse.
Add 1 weapon, 1 reactor, 1 torso and 1 chassis to the build queue and skip the next 5 turns or so (to produce the components). If you check the warehouse, they should be in there - if not check the build queue to see if they've been finished yet.
Once you have one each of all of these then go to the mech design screen and choose new mech.
Select where you want it to be built first (using the drop down) then click chassis and choose the chassis, same for the rest. You should be able to save the details then. Exit the screen, click next turn and your mech should be sat there waiting.
Cool as!
Let me know when you've created a mech please and if you've got any ideas for streamlining the process.
Thanks!
PS The game was originally 1024*768 and Behemoth and I decided to lower the res. There is no way on Gods green Earth I'm converting it back.
:eek:
Well give me the source and I'll do it.
**** sake it looks horrible ;)
I wouldn't let a lunatic like you anywhere near my baby!
Well at least I've made money from my babies ;)
$1100 since their release a few months ago.
Eh?
What babies are these?
And why're you making dollars not pounds or punts?
Arbiter: drop the changeres function into the package for the next download...
BTW im out of the office all day today, so I probably wont be able to reply to anything...
Well the program I wrote called "Whaddayagot".
And the reason its in dollars, is because I have registered with RegNow.com and they provide secure SSL connections for c/c details etc, so all monies go through them, and they're in the states.
Behemoth,
It's easier to right click on a bit of desktop and change the res back that way than it would be to run a program to change it for you.
PlenderJ,
Good going on that program. Nice little earner...
Anyway, Sentience is going to whoop ass when it's complete.
Everyone,
Have people created a unit yet? I just want peoples thoughts on the entire process from start to finish.
oh, sorry...
:) Yeah, actually, I did download the program, and just simply ran it as far as getting into the gaming level. Curiosity more than anything. I'm sorry, but I simply don't have the TIME to trouble-shoot it, though from what I saw, it looks like a pretty solid start.
I'm currently in the process of designing a 3D RPG, as well as a ton of Applications for work, so I'm totally swamped. Spend too much time in front of the geek box as it is. :rolleyes:
-Javin
Quote:
Originally posted by Javin
Spend too much time in front of the geek box as it is.
-Javin
.... and you have the audacity to call yourself a programmer ?
Be gone !
;)
With my problem, I saved the game, then loaded it back up, then created a new mech disgin, then it wouldn't let me modify the new disgin.
I should also note that I shut down the game after I saved the game. Then restarted it a few hours later before loading it back up.
Gaming,
Did you have components in the warehouse to build the mech with?
yes, 1 of each componet.
I finally got some time for sentience ;) here's some points i noted:
Warehouse > Components > Subscript out of range
Generated map > sometimes visual terrain doesn't match where buildings are placed
Mech design > click on the + or minus, slows down, then crashes.
and also, when i close the app, i want to return to the initial resolution. I tried to build a rmv but it didn't complete, also i think i built a laser component. I probably need some other components to finish the rmv
First of all I'd like to congratulate you guys on what I've seen so far.
Graphics are excellent, resource and building system are inovative and well done!
Now for a few problems:
-Interface is not intuititive:
The clicking business is OK, but highlighting the current choice in the menu's would be nice (mouse-over event)
A little info about the object the mouse points at, would be welcome.
A factory is a factory and can be recognized as such, but if you're using a lot of different buildings, it can get confusing. Use the tooltips!
Same thing in the component building section. If I click on a component and then click add to building queue, does building start or not? Where do I see it? Wouldn't it be better to increase the number underneath the selected component from 0 to 1 and so forth?
-Critical Error(53)!
I build some components in the factory (or at least I think I did), ended the turn and then tried to acces the storage where my components should be kept and ...
Error 53!
Result: Kicked out of the game
That's it so far, but I'll keep looking for some bugs.
PS: Maybe you guys could use a program like Failsafe for debugging purposes. It add line number to your code, creates a general error handler, making sure no critical errors will crash the game anymore and returns a messagebox holding vital information (error type, message, number, module or form where error occured, function or sub and line number.) about the error and allows the user to add a text explaining what he was doing when the error occured. Then the user can mail or print this info.
Fenris,
Thanks for looking at the game.
We know the interface isn't intuitive, we're working on it. Your comments are good. I'll try and whack in some highlighting of current choices as soon as. Behemoth's made some nice buttons but I haven't yet had chance to implement them.
To see what a building is merely click on it with the left mouse button. It will tell you all the details in the pane to the right of the map.
I need to tidy up the component construction screen. Yes, when you click on 'add to build queue' the component is added to the build queue, but it doesn't let you know. There is also a build queue viewer.
Click the menu button just above turn complete and choose industry. You can view the build queue there. Every turn components will be produced in the order they were added to the build queue and will fall into the warehouse.
Which brings me to the problem with the warehouse. It's already been mentioned but I've yet to fix the problem.
I'm going to spend the next couple of days fixing bugs I think!
:eek:
getting a runtime error "9"
subscript out of range
Just started the game, no idea what i am doing so i was right clicking on all the buildings, when i clicked on the warehouse and went into it I got this error when i clicked on the components button, then game went bye bye.
I am able to recreate it every time i do this. if it helps I have SP5 of all the runtime libraries and also running this on win ME.
A couple of things I didn't like though with my experience, there is nothing in the windows bar showing the game is running I used alt esc to move to other windows also when I did that if i had somthing like the ware house open it would disapear and move separetly from the game so after a while of swiching I had several windows scattered all over and none of them were in the windows bar. I like the intro, and the graphics so far the buttons could use some touch ups, I found a free distributable component on http://www.download.com that really spruces up the buttons. you can search there and play with it if you want.
good job so far guys some bugs but hey I have yet to see something bug free especially this early in dev. I just wish I knew what I was doing in it. I never moved anything around cause I couldn't figure out what was supposed to be moving, now I noticed I strted production on something and every turn it just said I could cancel production maybe something that would tell me how many turns left until production complete, ect. if it was there then i couldn;t find it
I think every1 should read the posts since the last release before they post ANYTHING. After they read all of that, read all the new ones from then on. This would really help this thread from getting to 50 ages on my settings (100 posts/page), and would stop me from getting e-mails that tell me this thread has been modified, and when I check it isn't something I knew about for 5 or 6 days, I think Arbiter would like this too, as it would make it easier to tell what is not yet known, at least to the best of our knowadge.
Guys,
Thanks for you all taking the time to look at the game and have a play.
Ok, what I've learned so far.
1) There's something wrong with the warehouse screen.
2) We need a manual.
3) The user interface needs tidying.
4) A general bug hunt is needed.
5) Tidy up the general process of creating a mech.
I'll get on with these as soon as I can.
Ked,
Sorry mate, didn't see your little post hiding up there.
The problems with the mech design screen and the warehouse I'm aware of now, but what's this with the visual terrain not matching where the buildings are placed?
Oh no, let there be nothing wrong with the world generator algorithm! Pleeeease!
What's the problem there Ked, could you give me a little more detail on it please?
Hairy Bloke,
Would you want to check out the link provided by Bound4Doom and see if the component is of any use to you/us?
Gaming,
I don't really mind people posting similar stuff to everyone else. Sometimes it's a bind of a bind trawling through posts that read the same, but if people have gone to the effort to download and play the game, the very least I could do is read and reply on everything they post.
Bound4Doom,
Thanks for having a look through. Your comments have been added to my list of things to do and Behemoth will look at the component you've suggested. He's already done some buttons that I've not added to the game yet. They may do the trick with the need for another component, but we'll check it out nevertheless.
Did you have a play will all the funky parts of the game (the research screen for example)? Did you actually manage to create a mech? If not, one of the previous post contains more detailed information on how to do this.
All,
Thanks again!
*acchem* fog of war *acchem*
Fog of Way?
Is that, in some way, related to the 'Fog of War'? :D
Plenderj, you appear to have mistyped "Frog of Whey...":D
no i didnt ;)
boo...no fair...Jamie cheated...
:(
Come on guys - stop wrecking the thread.
I'm sorry, BOUND4DOOM, I don't know what or where in downloads.com you're referring. could you be more specific? I'd be happy to follow your recommendation, but I really don't have the time to go searching... Thanks :)Quote:
Originally posted by BOUND4DOOM
A couple of things I didn't like though with my experience, there is nothing in the windows bar showing the game is running I used alt esc to move to other windows also when I did that if i had somthing like the ware house open it would disapear and move separetly from the game so after a while of swiching I had several windows scattered all over and none of them were in the windows bar. I like the intro, and the graphics so far the buttons could use some touch ups, I found a free distributable component on http://www.download.com that really spruces up the buttons. you can search there and play with it if you want.
Well to both of you cause i am to lazy to write 2 pots.
Nope never got a mech created, not sure if I wa creating them right, I kept wanting to go into that warehouse and of course I would crash out of the game I played the game 5 times never made it past 3 rounds I figured I would wait till you guys got around to hunting down that bug till I tried this again.
Well I am sure his buttons are good, so far I have actually been pretty impressed with the graphics. Out of curiousity though though I should let you know I did try this game at work (Ok so I didn't feel like programming much today) anyway at work i have a program that sets up a skin on windows and changes some stuff like buttons and the actual window and the task bar, things of that nature, well it afected the game buttons too, not all game buttons either only the standard square ones. Just something to be aware of. Some of the other games installed on my computer at work(Hope the boss isn't reading this) are not affected. I will have to look again tomorow to see what the skin program is to get more specific
Anyway and then as far as components I found some you might find useful
Free resize and repossition or all screen resolutions
http://download.cnet.com/downloads/0...lst-1-9.912874
Free already built High score generator and keeper
http://download.cnet.com/downloads/0...st-1-10.911564
This is the one I was talking about
You can easily design the shape of buttons, text boxes, frames, and many other controls with this software. Simply draw your desired shape with the mouse in an affiliate drawing program. One line of code will let you give that shape to your controls.
Free
http://download.cnet.com/downloads/0...st-1-20.916907
Hope that help and hope these urls go through as posted
BOUND4DOOM / All,
Creating a mech involves creating at least one of each of a Chassis, Torso and Reactor.
Add one of each of these to build queue and skip 5-6 turns. Then load the mech design screen. Click new mech.
Firstly change the drop down to point to the only option within it (the construction yard) and then click on chassis and pick a chassis (you'll only have one unless you made more). Pick a torso and pick the reactor. The cancel button should now have changed to save.
Close the mech design screen and click next turn. You should now have a unit sat on top of the construction yard. Click on it and use the numeric keypad to move it around.
Have a play. To make more and varied mechs, add more components to the build queue and skip some more turns. Note the effect that adding weapons and other components have on the stats of the mech. Note the way that adding sensor chips increases the units view range. Add three sensor chips to a mech and then create it. Move it around and look how much further it can see.
I'm still working on the next version which will include combat, detailed mech design, RMV design (and a small army of bug fixes ;) ).
Watch this space - it's coming soon!
BOUND4DOOM,
I'll take a look at those components shortly. I've been trying to avoid using third party components (none are used at all so far) but if they can save me loads of time or are much better than what I can do then I may decide to use them.
Thanks for the links...
Kedaflump,
I've finally managed to have a look at your funky tool you eMailed me a bit back (I thought I'd best 'cos you shouted at me in that other thread).
Well, it works, and I loaded the plugin. And then, errrr..., I got a bit stuck.
I read the manual. Shook my head a few times and read it again. Got up, went for a coffee and read it once more. I then climbed under the bed and started sobbing.
I had a play, clicking buttons, expanding things, adding things etc - but I wasn't too sure what it was supposed to do. No, that's not true - I know what it's supposed to do, I just don't know how to get it to do it.
I can't actually change anything or make it do anything. I've probably just not understood the instructions.
Well, there's a couple of things to mention.
1) The menu's don't do anything. Are these blank purposefully and get populated by the plugins?
2) Error - I click on a new type I'd added and tried to rename it. Not knowing how to do this I clicked on it and typed the word 'gibbon' in the text box at the top. When I right clicked on the type's name after that I got a '91 - object variable or with block variable not set'
3) I also got a message 'stop - no keys'. What's that about?
4) Your little manual thing needs to be a little more easy to read. Consider a tutorial to walk people through their first use of the program.
I imagine that you'll have a new version by now as I have taken my time getting round to looking at it (for which I can only apologise). If you wish to mail me the new version (pref. with a tutorial) I play some more.
Arbiter
Sorry if i sounded a bit harsh in the other thread.
I'm very sad at tutorials i know :(
the textbox isn't doing anything, i just forgot to remove it.
I was trying to create a multiline textbox at runtime but i never got it work
I'm going to replace it by a rtb later.
menus are blank too, i'm thinking about customisation system where you can choose what items go to the treeview, treeviewpopumenus, listview, statusbar, toolbar and menus, the list is long (97 items and increasing) Currently treeview is only available in this mode and some stuff that are displayed in statusbar and listview or popupmenus are not counted in the list.
91's are much more common problems, but easily solved, i'll try to track it, but i can't emulate it, what exactly did you do? Youre suppose to edit the label when you single left click a selected item (like you do in explorer) the topleft textbox is just there for decoration ;) i'll remove it.
you get a stop - no keys, when you go into a item that's not implemented yet (ex Settings) it's no problem, just don't go into setttings because there are none currently.
I've been all busy with exams, but i'm working on fixed length string and array implementation now. The file system is very widely planned but i had to cut down most stuff in the release, i'll be working on that too.
you can try copy some type structures into clipboard from within vb, and then go into Types>Import type>Clipboard and doubleclick all items, that should load them into SEHM. I'll gladly answer to all further questions :)
Ked!
I had a little bit of a play last night with it (I was showing it to Behemoth) and imported some stuff via the clipboard. Cool as! What a funky bit of functionality, I was well impressed!! :)
Well, nearly. I got the option to import all the types I'd selected, but once I'd done that I had no idea what to do with them. The new types were created but I couldn't see the variables within them. Or at least, I couldn't recognise them. Where are they Ked?
Couldn't duplicate the '91 though I did try.
They should appear as subitems under the type, okay some online help:
let's say you add a type
Before you do this, you should add a type manually "integer" with no subtypes, you change it's size to 2 (editing the number after the rightangled ruler)Code:TYpe Arbiter
Myint1 as integer
Myint2 as integer
End type
Now you can copy the Arbiter type into the system, it should appear like follows if you expand the nodes. Myint1 is the name for the first subtype (green red box), and Integer is the datatype (the ghostbox), Followed is the size of the type, position within Arbiter, Array flag (you can double click on it) Description, Initial value (used when you instantiate a type using SEHM) And then of course, remove sub type. Arbiters initial value will override the integers if you set it, it won't though affect nested types that are in arrays within Arbiters subtype structure.
http://www.vbforums.com/attachment.php?s=&postid=351572
Aha!
I get it now. Right I'll play some more with that when I get home. Once I have, for example, imported all the types into it what can it then do with them. Give me a sales pitch here - what can your program do for me?
Also, how does it copes with types within types e.g.
Type Arbiter
Gibbon as single
Muppet as integer
end type
Type Kedaman
Jellyfish as Arbiter
Flidmire as Arbiter
end type
What would it make of that?
that's perfectly ok :) you'll find out that Kedaman's size is 12.
now if you do Open blah for binary as 1 and
GET#1,,somekedaman
then you have all data you edited in SEHM, within somekedaman.or the otherway round
PUT#1,,somekedaman
and you can open it in SEHM and see what you've stored in it.