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Project - Apolyton game

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  • Alright, here's another layout. ( I haven't bothered applying any effects to the windows) I was thinking that I should maybe make the exit button smaller and just puting an X on it.

    Have I forgotten any buttons? The highscores and such could be added later to a little pop-up menu, maybe.

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    • I'm not sure what you mean with adding highscore, etc in a popup menu?

      My idea was when clicking on high-score/credits, then the list comes in the green field in the right (Where the chat, players list, etc has gone)...


      ...and a sliding window would be easiest to make by just having a still-picture... But what are you planning to add in a slide window?
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      • But couldn't you post the buttons as files, instead of adding them on the background?
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        • He's just making the "look" first I think...

          Yeah, that's pretty much exactly what I meant with the text, Oswald

          Looks pretty damn alright, better than I imagined it would.

          -Jam
          1) The crappy metaspam is an affront to the true manner of the artform. - Dauphin
          That's like trying to overninja a ninja when you aren't a mammal. CAN'T BE DONE. - Kassi on doublecrossing Ljube-ljcvetko
          Check out the ALL NEW Galactic Overlord Website for v2.0 and the Napoleonic Overlord Website or even the Galactic Captians Website Thanks Geocities!
          Taht 'ventisular link be woo to clyck.

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          • Has anyone else tried to run my program?
            When running on my room-mates computer it comes up with a .NET Framework error (Pointing to some directdraw error)

            I don't have any other computers to test on, so I don't know it it's a problem with his computer or my programming...
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            • Yeah, I get: "The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."
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              • Damn

                I can't seem to find any errors in the code...
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                • Well, you better get that sorted out.


                  I've been polishing the graphics and trying to sort out the buttons.


                  Is this acceptable? I used a plug-in that was designed to make it appear indented for the 'pressed' version, but it basically just flipped the shading around. (the button graphic I used previously was just a stock image that I used as a place holder... I'd rather try making my own buttons)





                  Also... would you prefer to have the chat and player screens black or blue?

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                  • I like the blue color
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                    • I think I found the problem... for some strange reason all machines that should run this game needs to have a special version of DX9 installed to work... some guy working in the MS DX team said:

                      We are working on this problem as we know it is a hassle




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                      • SPECIAL version ?
                        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                        Then why call him God? - Epicurus

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                        • Yep, a special version... I don't have any official link to where it was said though


                          Btw, I just wanted to say that I haven't forgotten about this project, I've just been busy programming a webserver + client in vb.Net for school...
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                          • Originally posted by ADG
                            Here's some of the rules (Mostly taken from the game). Please comment them.


                            (The numbers are to be discussed)





                            Weapons:

                            There exist two different kinds of weapons: Nukes and bombers
                            Bomber:
                            A bomber needs to be prepared before they can attack. The startup time is one turn. If the bomber isn’t used the following turn, you need to re-prepare it to use it. A bomber can attack two turns in a row (Unless being countered with a shield)
                            The bomber exists in 2 versions: (Please come up with a better name)
                            The weak bomber: When successful it kills a random number of people between 1 & 20
                            The strong bomber: When successful it kills a random number of people between 15 & 40
                            Nuke:
                            A nuke can be fire, without any preparation time, but can only be used once.
                            There are 4 different nukes: (Don’t know anything about these values, but I believe it was those values used in the game)
                            10 mgt: When successful it kills a random number of people between 1 & 15
                            20 mgt: When successful it kills a random number of people between 10 & 25
                            50 mgt: When successful it kills a random number of people between 20 & 40
                            100 mgt: When successful it kills a random number of people between 30 & 60

                            After an attack (For bombers that is after 2nd attack), the weapon is used. All players have a weak bomber, and 2 of 10 mgt nukes, and 1 20 mgt nuke. To get more weapons, you need to build more




                            Defense:

                            There’s only one kind of defense, but there exists two different versions:
                            Simple shield: When used, it manages to destroy 75% of all nukes, and 50% of all bombers
                            Advanced shield: When used, it manages to destroy 85% of all nukes, and 75% of all bombers

                            This works like the weapon system: When using one, you lose one, though more can be built in the factory.

                            The % of chance of success is based on some random number between 1 and 100. If the # is lower than the %, the defense worked as it should





                            Factory:

                            A factory takes one turn to ‘do its job’. During this turn, it builds a random number of weapons/defense (How exactly this works, should we talk about… not sure about it)
                            A factory output could look like this:
                            1 x 10 mgt nuke
                            3 x Simple defense
                            2 x Strong bombers

                            The computer games factory is very random: Sometimes you get one 10 mgt nuke, while some times you get enough weapons to win the whole game… The randomness should defently (sp?) get tuned down




                            Spy:

                            The spy system should more or less work than in the forum game. Maybe with the exception, it’s not possible to spy on a player who haven’t issued an order yet (But no changes to the sabotage order)






                            Propaganda:

                            When doing propaganda on a specific city, you get a number of its citizens to one of your cities (A random city of yours). You can get all citizens in specific city (Making this city ‘wasted’)
                            This number is based on:
                            -Randomness
                            -How many times you’ve attacked this player (The more times, the fewer citizens)
                            -How many times you’ve used propaganda on this player (The more times, the fewer citizens)

                            If a player before you destroyed target city before your turn, you get nothing
                            There’s a small chance a propaganda has a side-effect: You lose a random number of citizens from a random city of yours, to target city.
                            This number is based on the same as above, though with a ‘the more times, the higher risk’ instead






                            Bonus:

                            Not sure if we should include this or not. Just going to mention this, since it was in the game

                            Each turn there’s a minor chance (Based solely on randomness), a random player gets a small bonus… or anti-bonus:
                            This bonus could be like getting more people in a random city (By a baby-boom), or maybe one of your cities loses some citizens to some alien abduction… and stuff like that…
                            They were pretty funny, but might screw up the game too much… What do you think?


                            Just bumping this 'numbers' to last post, so I don't have to search for them whenever I need them...
                            I'm working on the calculation part at the moment...


                            Could someone who has VB.net installed please try my game (from inside vb .net). Just put all directX/directDraw stuff in comments... And then report back if you have any problems (Except for the problem with closing server when you haven't started one)
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                            • Whoops... I forgot all about this. I think i finished the graphics, but I'll look over them again once more and then pack it up for you.

                              What format do you want them in? are .pngs alright?
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                              • I don't know much about different graphic formats... what do you suggest? png?
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