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Author Topic: [Minigame] GoPlanets  (Read 16297 times)

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daemon

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Re: [Minigame] GoPlanets
« Reply #15 on: August 12, 2013, 09:59:44 am »
I did some changes to the artwork and well I'd like to hear whether you like it or not  ;D. I think it looks quite clean (and non-Galcon like) but I'm a bit worried that I is too colorful.

EDIT:
old pics: [1] [2]

Did some changes as suggested by K-Bal. Planets now also have a subtle glow.



« Last Edit: August 12, 2013, 01:51:43 pm by daemon »

K-Bal

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Re: [Minigame] GoPlanets
« Reply #16 on: August 12, 2013, 10:58:20 am »
Maybe you shouldn't use such intense red/green/blue contrasts. Take a look at Eufloria for example.
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StormWingDelta

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Re: [Minigame] GoPlanets
« Reply #17 on: August 14, 2013, 11:58:06 pm »
Might want to implement a zoom feature and camera scrolling since the solar system maps are too far out to see the numbers.  Also you could add a group selection feature like dragging the mouse to draw a box and select several planets at once.


Just a few things that might help.  Nice game though. :p
I have many ideas but need the help of others to find way to make use of them.

daemon

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Re: [Minigame] GoPlanets
« Reply #18 on: August 19, 2013, 03:41:27 pm »
Might want to implement a zoom feature and camera scrolling since the solar system maps are too far out to see the numbers.  Also you could add a group selection feature like dragging the mouse to draw a box and select several planets at once.


Just a few things that might help.  Nice game though. :p

Thanks. Camera zooming an scrolling is actually present since the first release (scrolling: WASD/arrow keys, zooming: mouse wheel). ;)

Anyway I just uploaded the final build.

Changelog v1.98 -> 2.0
  • New artwork
  • Added a new widget showing the strength of each player
  • The winner-check-routine now takes into account the amount of ships owned by each player
  • AI tweaks
  • Removed the real solar systems mode
  • Double clicking enemy planets will result in a global attack order
  • Fixed ships getting stuck (hopefully)
  • Fixed ships disappearing randomly (caused by too big rotation values)


Krssst

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Re: [Minigame] GoPlanets
« Reply #19 on: August 19, 2013, 09:42:34 pm »
Played it a little: really nice game :-)
I like how we can order several planets in the same time by just hovering them with the cursor. Tried it with 4 AIs with a lot of planets and I was completely destroyed in a few minutes, so I think I have to progress.

I imagine a lot of people already told you this, but multiplayer in this kind of game would make it really nice :-) But that also seems really tricky to do right...

Jungletoe

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Re: [Minigame] GoPlanets
« Reply #20 on: August 20, 2013, 01:39:48 am »
I imagine a lot of people already told you this, but multiplayer in this kind of game would make it really nice :-) But that also seems really tricky to do right...

I actually think it would be somewhat easy to do, compared to other games. Just keep a central game lobby server and have it calculate how many ships each planet has and where they're sending them. It would be pretty awesome too.

Good job with this. It was really fun and the music blended nicely :)

grok

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Re: [Minigame] GoPlanets
« Reply #21 on: December 22, 2014, 04:14:19 pm »
Hi.

I have discovered a bug (it repeated many times).
I have built Golang v 1.4, SFML 2.2, CSFML, Goplanets, everything is up to date.
It occurs when I change the resolution in the settings menu, and restart the game.

Here's the execution log:

Quote
varnie@localhost:~/thrash/gopath/src/bitbucket.org/krepa098/goplanets$ ./goplanets
[xcb] Unknown request in queue while dequeuing
[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called
[xcb] Aborting, sorry about that.
goplanets: ../../src/xcb_io.c:179: dequeue_pending_request: Assertion `!xcb_xlib_unknown_req_in_deq' failed.
SIGABRT: abort
PC=0xb7735424
signal arrived during cgo execution

goroutine 4 [syscall, locked to thread]:
runtime.cgocall_errno(0x8057130, 0x94faef78, 0x0)
   /home/varnie/.gvm/gos/go1.4/src/runtime/cgocall.go:130 +0xcd fp=0x94faef68 sp=0x94faef50
bitbucket.org/krepa098/gosfml2._Cfunc_sfContext_setActive(0xa1a69d0, 0x1)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/gosfml2/:417 +0x3f fp=0x94faef78 sp=0x94faef68
bitbucket.org/krepa098/gosfml2.(*Context).SetActive(0x94fa2188, 0x301)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/gosfml2/context.go:41 +0x3d fp=0x94faef84 sp=0x94faef78
bitbucket.org/krepa098/gosfml2.globalCtxSetActive(0xa424601)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/gosfml2/helpers.go:68 +0x48 fp=0x94faef90 sp=0x94faef84
bitbucket.org/krepa098/gosfml2.(*RenderTexture).destroy(0x9506a110)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/gosfml2/renderTexture.go:57 +0x25 fp=0x94faef98 sp=0x94faef90
runtime.call16(0x824084c, 0x9506a000, 0x8, 0x8)
   /home/varnie/.gvm/gos/go1.4/src/runtime/asm_386.s:412 +0x41 fp=0x94faefac sp=0x94faef98
runtime.runfinq()
   /home/varnie/.gvm/gos/go1.4/src/runtime/malloc.go:769 +0x228 fp=0x94faeff0 sp=0x94faefac
runtime.goexit()
   /home/varnie/.gvm/gos/go1.4/src/runtime/asm_386.s:2287 +0x1 fp=0x94faeff4 sp=0x94faeff0
created by runtime.createfing
   /home/varnie/.gvm/gos/go1.4/src/runtime/malloc.go:707 +0x59

goroutine 1 [syscall, locked to thread]:
bitbucket.org/krepa098/gosfml2._Cfunc_sfKeyboard_isKeyPressed(0x47, 0x0)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/gosfml2/:813 +0x3f
bitbucket.org/krepa098/gosfml2.KeyboardIsKeyPressed(0x47, 0xe)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/gosfml2/keyboard.go:130 +0x28
main.(*InputManager).IsKeyDown(0x94fcc340, 0x47, 0x54982623)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/input.go:62 +0x28
main.(*RtsView).Update(0x94fcc3c0)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/rtsview.go:56 +0x33
main.(*Game).GameLoop(0x94fd22d0)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/game.go:366 +0x46d
main.(*Game).Run(0x94fd22d0)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/game.go:297 +0x5c
main.main()
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/main.go:62 +0x1f2

goroutine 17 [syscall, locked to thread]:
runtime.goexit()
   /home/varnie/.gvm/gos/go1.4/src/runtime/asm_386.s:2287 +0x1

goroutine 5 [chan receive]:
main.funcĀ·007(0x0)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/physics.go:72 +0xc7
created by main.NewPhysicsManager
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/physics.go:74 +0x18f

goroutine 6 [chan receive]:
main.funcĀ·007(0x1)
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/physics.go:72 +0xc7
created by main.NewPhysicsManager
   /home/varnie/thrash/gopath/src/bitbucket.org/krepa098/goplanets/physics.go:74 +0x18f

eax     0x0
ebx     0x1b29
ecx     0x1b55
edx     0x6
edi     0xb76c2000
esi     0x7e700000
ebp     0x0
esp     0x7d3fdf04
eip     0xb7735424
eflags  0x202
cs      0x73
fs      0x0
gs      0x33
« Last Edit: December 22, 2014, 04:25:26 pm by grok »

Laurent

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Re: [Minigame] GoPlanets
« Reply #22 on: December 22, 2014, 05:54:30 pm »
Quote
XInitThreads has not been called
So... you must call XInitThreads (from Xlib.h) ;)
Laurent Gomila - SFML developer