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Author Topic: KILL CMND  (Read 16443 times)

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Offline p2

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Re: KILL CMND
« Reply #165 on: February 22, 2017, 03:21:12 pm »
try to at least do one tiny bugfix per week, ok? :)
Don'T want you to abandon the project D:
(and if you dont work with it regulary  you might forget how key elements of it work which would mean the end of it as well) :/
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if you cant get a jframe set up, draw stuff to it, and receive input, i can only imagine how horrible your game code is _._   ~ c4ooo (14.11.2016 22:44:07)
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Offline kotu

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Re: KILL CMND
« Reply #166 on: February 22, 2017, 03:21:50 pm »
hahahaha

it all works p2 

lol
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Offline xlibman

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Re: KILL CMND
« Reply #167 on: February 23, 2017, 06:04:51 am »
Motivation is definitively hard to come by <_<. I hope this project comes to fruition :)
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Offline kotu

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Re: KILL CMND
« Reply #168 on: February 23, 2017, 06:18:10 am »
@p2 thinks it's full of bugs :trollface:


.....(and if you dont work with it regulary  you might forget how key elements of it work which would mean the end of it as well) :/
Wouldn't mean the end of it.... you have to deal with this all the time. You just have to refamiliarise yourself with the bits of the code you want to work on,
« Last Edit: February 23, 2017, 06:25:16 am by kotu »
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Offline xlibman

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Re: KILL CMND
« Reply #169 on: February 23, 2017, 06:40:10 am »
That is the worst part I think <_< (when I remade Mana Force for the CSE and added new features, it took me like a week to decipher what the original code did). And when I tried resuming Illusiat 13 6 years after it died, I gave up because I could no longer figure out which code was where >.<. Thankfully, with C you can comment your code, which isn't a viable solution in TI-BASIC since the comments overwrites Ans and slows the game down considerably.
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Offline kotu

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Re: KILL CMND
« Reply #170 on: February 23, 2017, 06:47:24 am »
It helps if you have your code neatly compartmentalised into different logical units, which perform different operations. In fact this is the only way you get anything advanced done - it's essential
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Offline Pieman7373

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Re: KILL CMND
« Reply #171 on: March 28, 2017, 09:43:40 pm »
I love this project, and i am very excited to see it continued!! Also, kotu, I have a CE and I am decent with image editing/creation, so i can help with creating sprites and stuff (I have helped @PT_ with some stuff for AoCE) so I can help if you need some!  :w00t: :w00t: :w00t: :w00t: :w00t:
« Last Edit: March 28, 2017, 09:45:21 pm by Pieman7373 »
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Offline kotu

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Re: KILL CMND
« Reply #172 on: March 28, 2017, 09:46:11 pm »
I love this project, and i am very excited to see it continued!! Also, kotu, I have a CE and I can help with creating sprites and stuff (I have helped @PT_ with some stuff for AoCE) so I can help if you need some!  :w00t: :w00t: :w00t: :w00t: :w00t:
That's really kind of you Pieman and thanks for your comments
With regards to the sprites... I think all the graphics are already taken care of (as far as I can remember), but thankyou :)
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Re: KILL CMND
« Reply #173 on: March 29, 2017, 07:32:57 am »
talking about motivation... can i have a dose of that? I have so many unfinished things

but anythings, kotu, have what little motivation i can spare!
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Offline xlibman

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Re: KILL CMND
« Reply #174 on: March 29, 2017, 04:27:41 pm »
I wonder... Will it be possible in the options to change the color of our units and enemy units like in Starcraft and Warcraft? I thought I would suggest that since units are made of two colors, it seems. Regardless, I hope you find motivation to work on this again soon.
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Offline kotu

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Re: KILL CMND
« Reply #175 on: March 30, 2017, 12:04:15 pm »
@DJ Omnimaga , i think that would complicate things too much, as there are actually 4 teams (or sides) involved in the game
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Offline xlibman

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Re: KILL CMND
« Reply #176 on: March 31, 2017, 02:04:40 am »
It's up to you. I was wondering since Starcraft has up to 8 teams :P (but then your color choices are very limited). Anyway I can't wait for the next updates :)
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Offline kotu

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Re: KILL CMND
« Reply #177 on: April 29, 2017, 10:04:42 pm »
About time I made an announcement on this, basically, I am, at the moment, seriously doubting in my ability to complete this project, with a decent enough framerate, for various reasons, line-of-sight checks etc etc etc

HOWEVER, I think I will make it for PC first.

Then calc afterward (if it is possible).

It will be much faster for me to develop this for PC in C++, and the graphics will be better.

 (-_(//));
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Re: KILL CMND
« Reply #178 on: April 29, 2017, 10:30:03 pm »
I'm fine with a PC version. I really would like to see this finished. Maybe the PC version cluld allow mouse controls as well for faster gameplay. I tend to prefer strategy games where one turn doesn't last several minutes. I hope this comes to fruition, regardless of the final platforms
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Offline kotu

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Re: KILL CMND
« Reply #179 on: April 29, 2017, 10:42:12 pm »
spoiler here for anyone waiting for a game that is actually going to be good, it's time for those hopes to be banished

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