Project6014 demo release

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Megagun
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Re: Project6014 demo release

Post by Megagun » Tue Oct 12, 2010 7:17 pm

I will, once people report not having problems with said binaries. :)

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Dyandod
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Re: Project6014 demo release

Post by Dyandod » Wed Oct 13, 2010 1:38 am

superbutcherx wrote:Dyandod:
There wasn't an arrow because the Zoq-Fot-Pik option was missing, which meant the list was shorter, which meant it didn't need an arrow. Just to be safe, I clicked on some of the options so they would disappear and to make sure there weren't any more options, but it never came up.
A-ha! In the beginning of the allied info dialogue, I had forgotten to zero the bitmask which is responsible for masking out zoq-fot-pik dialogue option. This caused the zoqfot info to be available exactly once, after which it was masked out and made inaccessible for eternity. The bug has been squashed into pieces now.
Whew! So I wasn't imagining things!
Anyway, that one line of dialogue is one of the best in the game so far.
KYAAAAAIIIIIIIIIEEEEEEEE!

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Alvarin
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Re: Project6014 demo release

Post by Alvarin » Sun Oct 17, 2010 4:48 pm

I have found one bug - in the adventure mode, when combat begins there is no flashing cursor untill you move it and after first ship is destroyed, the cursor appears not on the selection panel, but all the way to the right, on the middle.
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Quinarbre
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Re: Project6014 demo release

Post by Quinarbre » Mon Oct 18, 2010 12:31 pm

I can't reproduce your bug.
What is your exact setup (which ships in which slots) ? Who are you fighting against ?

EDIT: ... or it might be that Edmund already fixed it.

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Alvarin
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Re: Project6014 demo release

Post by Alvarin » Mon Oct 18, 2010 2:19 pm

I'm running Linux build. This error occurs regardless the escort ships and the enemies.
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superbutcherx
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Re: Project6014 demo release

Post by superbutcherx » Mon Oct 18, 2010 5:07 pm

OK, the bug is definitely confined to Linux then. (Won't happen on OSX either.)
Maybe the variables for the flashing cursor's x and y location aren't properly initialized in the beginning of the ship selection? Or then, maybe not...

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Alvarin
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Re: Project6014 demo release

Post by Alvarin » Mon Oct 18, 2010 7:17 pm

Sorry, forgot to mention that oce I move the cursor, the problem disappears. Until the next selection, that is.
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Alvarin
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Re: Project6014 demo release

Post by Alvarin » Thu Oct 21, 2010 6:32 pm

Here is one more thing - not a bug really, but request - all the ships found in the solar systems travel sideways, always pointing to the northeast. I think it is not too much work to adjust ship's sprite according to it's current trajectory. I think it will add a little to the game.
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dczanik
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Re: Project6014 demo release

Post by dczanik » Thu Oct 21, 2010 7:02 pm

If I'm wrong I'm sure somebody can correct me. I don't think this is possible since the game just uses the smallest icon picture available. They don't use the Melee sprites because they are too big.
The icons may be too small to rotate and have it recognizable. One of the problems of working on such a small resolution.
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Artist/Project Leader for Ur-Quan Masters HD and the SC2 Fan Sequel,Project 6014
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Quinarbre
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Re: Project6014 demo release

Post by Quinarbre » Thu Oct 21, 2010 9:10 pm

dczanik wrote:If I'm wrong I'm sure somebody can correct me. I don't think this is possible since the game just uses the smallest icon picture available. They don't use the Melee sprites because they are too big.
The icons may be too small to rotate and have it recognizable. One of the problems of working on such a small resolution.
Actually you're wrong on two accounts.
First: the game uses a special icon which is roughly the same size as medium Melee sprites, not the smallest.
Second: did you ever find anything truly impossible to throw at us coding guys ? :mrgreen:

Anyway, it's possible, we should be able to scrap the medium sprites to do it, and I've got quite precise ideas on how to code it. So yeah, that's a nice suggestion and it could be available quite soon.

EDIT: It works and quite easily, everything necessary was already in the code. I'm figuring out the most elegant way to do it, and I have to process all ships, but you may even expect it for demo v0.1.1. Actually I was a bit wrong, some of the bigger ships like the Avatar use small sprites instead of medium, but that's not an issue.
What's interesting is that it makes it really clearer that some ships are orbiting planets, which was not always noticeable when they kept the same facing.

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