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Paragon123

Member Since 02 Oct 2013
Offline Last Active Sep 19 2014 09:19 AM

Posts I've Made

In Topic: ASCII-graphic: using Console vs. API

16 September 2014 - 09:50 AM

You may need to use WriteConsoleOutputW function for unicode output. IIRC WriteConsoleOutput maps to WriteConsoleOutputA by default which is the Ascii w/o Unicode ver.


In Topic: Breaking the frame

05 September 2014 - 02:20 PM

Usually this is because you ended up on the wrong side of the world geometry.

 

Models/Textures are drawn with textures on one side (The other side is never supposed to be seen and therefore doesn't need a texture).

 

What happens is you view the geometry from the side without a texture, therefore it become "Invisible". 

Sometimes you get stuck because the collision detection doesn't allow passage in either direction.

Sometimes you don't get stuck because the collision detection only worries about collisions from the textured side.

 

The outline of the world geometry is still visible sometimes because you are viewing them at an angle where at least some of your sight line hits the textured side.


In Topic: Movement in simultaneously executed TBS

04 September 2014 - 08:52 AM

I think you should implement "Rules of Engagment"

 

1) Attack on sight

2) Attack when attacked

3) Never attack

 

For different units with different speeds.

Divide the current units maximum movement by the maximum movement any unit moving has to get a delta movement

iterate each unit moving it delta movement...

 

 

I.E Unit A moves 10 tiles per turn, unit B 5 and unit C 1

 

A is told to move a distance of 8

B a distance of 5

and C a distance of 1

 

8/10=.8

5/10=.5

1/10=.1

 

movement:

 Iteration 1: A=.8, B=.5, C=.1

 Iteration 2: A=1.6, B=1, C=.2 (A and B are moved a unit distance) A:1,B:1,C:0

 Iteration 3: A=2.4, b=1.5, c=.3 (A is moved a unit distance) A:2,B:1,C:0

 Iteration 4: A=3.2, b=2, c=.4 (A and B are moved a unit distance) A:3,B:2,C:0

 Iteration 5: A=4, b=2.5,c=.5 (A and B are moved a unit distance) A:4,B:2,C:0

 Iteration 6: A=4.8, b=3, c=.6 (B is move a unit distance) A:4,B:3,C:0

 Iteration 7: A=5.6, b=3.5, c=.7 (A is moved a unit distance) A:5,B:3,C:0

 Iteration 8: A=6.4, b=4, c=.8 (A & b are moved a unit distance) A:6, B:4:C:0

 Iteration 9: A=7.2, b=4.5, c=.9 (A is moved a unit distance) A:7,B:4,C:0

 Iteration 10: A=8, b=5,c=1 (A,b and c are moved a unit distance) A:8, B:5, c:1

 

 

Another way that might work.

Move every unit one unit distance

Any unit that can move faster than 1 unit distance/turn gets moved another unit distance

Any unit that can move faster than 2 unit distance/turn gets moved a third unit distance

etc, etc. etc.

 

 

In Topic: Incentive or penalty ?

13 June 2014 - 10:16 AM

I think it really depends on how the tactics are implemented. Take the cross-fire for example, if you put your units in the cross-fire formation without using the hint card can the game recognize the formation and provide a bonus.. or is using the hint card required to "trigger" a buff/debuff? If the hint card is required as a trigger then obviously it needs to provide a bonus, else there would be no reason to use it or the crossfire formation at all.

 

In either case, the hint card shouldn't really be a consumable... find it once and you can use it whenever you want, it represents knowledge, not a resource.


In Topic: Realistic PC movement in 1pv/3pv games

13 June 2014 - 10:03 AM

Maybe not complicate it with fractional speeds and all what have you... something more like

 

three speeds, walk/run/sprint 

two modes normal/Stealth

 

Fatigue bar.

 

All stealth movement is at walk speed.

Only allow sprinting forward.

 

Sprinting drains Fatigue most quickly.

Running drains fatigue slowly (The tripping is interesting... only req a tripping animation... if running in a direction other than forward while fatigued, chance of trip)

walking slowly replenishes fatigue slowly.

standing quickly replenishes fatigue

 

Moving Stealthily requires that you not be fatigued, but neither drains nor replenishes fatigue.

 

 Realistically, you can just as easily move in any direction at a walking speed without worrying about tripping.. and even moving quickly (running) in any direction doesn't cause someone to trip unless they are to tired to move their legs quickly enough (fatigued). 

 

In terms of realism, the speed at which you can move stealthily is more a function of the terrain than anything else. For example, you can pretty easily run on a concrete floor without making noise, but an old wooden floor requires you test each step to make sure the boards won'y squeak and practically any movement in water (unless it's deep enough that your feet remain submerged) will make a lot of noise.


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