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Ed Welch

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About Ed Welch

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    Programmer
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  1. Ed Welch

    MercTactics Demo 0.7 released

    A new demo version of Merc Tactics has being released on Itch: https://ed-welch.itch.io/merc-tactics This version fixes a bug which prevented the game from running on Nvidia GPUs. Also, some features have being improved: The interrupt mechanism has been made less complicated and easier to use. See this post for details: https://ed-welch.itch.io/merc-tactics/devlog/57296/new-interrupt-mechanism The "fast burst" feature has being re-balenced It now shows AP cost of current weapon in main HUD display Mouse wheel zoom control has been reversed, so it's the same as other games Lost of small bugs have being fixed.
  2. PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR)); pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); pfd.nVersion = 1; pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 32; // pfd.cAlphaBits = 8; pfd.cDepthBits = 24; pfd.iLayerType = PFD_MAIN_PLANE; int iPixelFormat = ChoosePixelFormat(m_hDC, &pfd); if (iPixelFormat == 0) throw("Error calling ChoosePixelFormat"); if(!SetPixelFormat(m_hDC, iPixelFormat, &pfd)) throw("Error calling SetPixelFormat"); I am having problems initialising OpenGL on a GTX 1050 with latest driver. SetPixelFormat always fails. I tried changing cColorBits, cDepthBits, etc. makes no difference. Also, this same code works fine with Intel and AMD GPUs. Anyone have any ideas whats wrong?
  3. Ed Welch

    Improving Interrupts

    Yeah, the Fallout idea of an automatic reaction fire sounds interesting.
  4. I'm not querying the value. I am setting it with SetPixelFormat
  5. Well, I set WGL_ALPHA_BITS_ARB to 0 and alpha blending just works fine I tried that. FreeGLUT seem to just accept a parameter from the user. and regular GLUT it's too hard to follow the code
  6. I setup my OpenGL context using GLEW with no alpha bitplanes and it works fine - at least on my GPU is works fine. I notice that other people are using 8-bits: const int pixelAttribs[] = { WGL_DRAW_TO_WINDOW_ARB, GL_TRUE, WGL_SUPPORT_OPENGL_ARB, GL_TRUE, WGL_DOUBLE_BUFFER_ARB, GL_TRUE, WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB, WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB, WGL_COLOR_BITS_ARB, 32, WGL_ALPHA_BITS_ARB, 8, WGL_DEPTH_BITS_ARB, 24, WGL_SAMPLE_BUFFERS_ARB, GL_TRUE, WGL_SAMPLES_ARB, 4, 0 }; (example from here: https://mariuszbartosik.com/opengl-4-x-initialization-in-windows-without-a-framework/) I wonder what is the correct way to do this?
  7. Ed Welch

    Improving Interrupts

    Ok, I didn't know that. As a player it seemed random. I never understood why sometimes the interrupt didn't trigger.
  8. Ed Welch

    Dynamic Difficulty

    Typically, at the start of a game you are presented with the game difficulty menu, as above. Players should choose the level according to their experience. The problem with this is that the player really has no idea how easy the "Novice" level really is. I know some games where the easy level is actually quite challenging (it's easy for the game developers, but only because they understand how the AI works). For this reason, a lot of players always choose the easiest level, just to be on the safe side, but then they run the risk of a boring game, because it's not challenging enough. I decided to solve this problem by having no menu at all. Instead, the game automatically adjusts difficulty based on certain statistics. I found out afterwards, that in fact a lot of games do this already (https://en.wikipedia.org/wiki/Dynamic_game_difficulty_balancing). However, I treat the combat difficulty separate to resource management difficulty. I rate the players proficiency in battle according to a few statistics. I consider a player to be inexperienced if their soldiers are not taking cover and if they aren't getting interrupts. Difficulty mainly affects how the AI behaves. For a player with a high difficulty level more enemy combatants will be smarter - they will take better cover, be more alert and try to flank more often. In Merc Tactics the difficulty level (score) is displayed when the inventory screen is open. This is a number between 0 and 10. I still haven't implemented the resource management difficulty yet. This parameter is based on how well the player spends his money. I.e. a player that wastes money repairing weak weapons gets a lower rating. The Dynamic Difficulty feature is implemented in the latest 0.6 Demo.
  9. Ed Welch

    MercTactics Demo 0.6 released!

    Today we are releasing the 3rd game demo. You can download the Windows installer here: http://www.astronautz.com/MercTactics/MercTacticsSetup0.6.exe MercTactics is a squad-based tactical strategy, similar to games such as Jagged Alliance, or XCOM. The main reason for releasing this demo is to get feedback from players. Specifically, I would like to know how you found the game play and if it was too hard, or too easy and any ideas to improve the game. The game comes with built-in help. As you play the first scene, pop-up windows will explain how everything works. Also there is a feedback form, which you can use to send feedback to our servers. To start the game just select "New Campaign" from the main menu. There's also a "Quick battle" feature, that you can select to just play one battle. This is a beta, although are a lot of minor bugs, it should run fine on any machine. You will notice some minor graphic and UI flaws and some features that are quite not finished yet, but don't worry about those. I hope you like the game and have fun playing. Ed
  10. Ed Welch

    MercTactics Poster graphic

    Yeah, I've being busy making the game production quality. I hope to release the final version this year
  11. Ed Welch

    MercTactics Poster graphic

    I just finished the new poster artwork for MercTactics. I hope you like it. Watch this space, there are a lot of new improvements and I will be posting the new game trailer and beta demo soon!
  12. Well, the front page is definately slow. Forums seem to be sluggish too. I use palemoon
  13. > On my extremely powerful laptop, it takes 10 seconds to open gamedev. so, it's not just me... >Recent blog posts seem unaffected, as if it was a huge update from gamedev that changed the data format of blog posts and the transition from old data to new data wasn't perfect. Yeah, the blog entry I'm looking at is a year old.
  14. I noticed the site become so slow as to be barely usable. Also, the blogs have been thrashed - formatting has been ruined. For instance, embedded videos have changed to plain text non-clickable links. Posts that once had images embedded, are now replaced with just the name of the image in plain text. What on earth is going on? This used to be a great site.
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