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Author Topic: [DOWNLOAD] Pointless Wars - [Turn-Based Pointless Strategy]  (Read 37014 times)

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Tukimitzu

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #15 on: March 22, 2016, 02:32:39 pm »
Are you saying the battle should not happen at 12:00pm?
Hehehe well, I'll see about that

bitano

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #16 on: March 22, 2016, 02:39:52 pm »
Are you saying the battle should not happen at 12:00pm?
Hehehe well, I'll see about that
Obviously not! 12pm is lunchtime. Civilized warlords take this into account. bur!

Rhimlock

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #17 on: March 22, 2016, 03:00:02 pm »
Obviously not! 12pm is lunchtime. Civilized warlords take this into account. bur!
Yes! True warlords conquer at tea-time, like Caesar did in Britain (and we all know that Astrix is historically accurate  ;))

Tukimitzu

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #18 on: March 22, 2016, 04:42:07 pm »
I can't go against such strong arguments.
Problem solved, battle happens midnight now.



Cheers!

bitano

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #19 on: March 22, 2016, 04:44:17 pm »
I can't go against such strong arguments.
Problem solved, battle happens midnight now.

...

Cheers!

Hahaha delivering exactly what the playerbase expects! Well done :D

Tukimitzu

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #20 on: March 26, 2016, 03:11:14 am »
Trying to make the title screen/main menu more interesting...



Don't worry, polishing comes later!
Need a title art ASAP!

Hyden

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #21 on: March 27, 2016, 05:05:44 pm »
This game looks awesomely fun! Keep up the good work!

Tukimitzu

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #22 on: March 28, 2016, 08:54:23 pm »
Thanks a lot, mate! I will!  :)

Sygmei

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #23 on: March 28, 2016, 10:30:16 pm »
Looks cool, I'm waiting for a download link :)

Tukimitzu

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #24 on: April 01, 2016, 02:08:34 am »
Thanks, I'm glad you like what you see.
I have a bunch of animations to work on, and on the user interface. Then it will be playable.



(Fullscreen)
(click to show/hide)

I need a way to show the player which units are being targeted.
I'm using a circle, the darker the color, more resistant is the unit for the attack.
A circle highlight works fine, right?

bitano

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #25 on: April 01, 2016, 08:50:49 am »
I need a way to show the player which units are being targeted.
I'm using a circle, the darker the color, more resistant is the unit for the attack.
A circle highlight works fine, right?

a clear target icon is something like the following:


And then different colours for resistance perhaps...As long as you have a placeholder it can always be improved ofc and i think those kind of improvements are best spotten when ...

...TESTING THE GAME!!!!  :D :D :D

No pressure. Just saying...

Tukimitzu

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #26 on: April 01, 2016, 10:56:28 pm »
All caps bold letters with 4 exclamation points, no pressure.  ;D

I can't say how long it will take until I release a test version, all I can say is that I'm the most interested person in finishing the game as quick as possible. I applaud people who can do it for years, but I'm not that person. That's why my game is a circle rather than a line.

Once you draw a circle, that's it. Even if you want to increase its size, you can't unless you redraw it. And if it is a nice circle, people will say "hey nice circle". Another property of a circle is that if it is missing the smallest section, it is not a circle anymore, it is a broken circle, or even worse, an imperfect line.

On the other hand, a line can always be increased in size, and the drawer is always struggling with how further should the line go. If a line is missing a section, it is still a line, and can still be appreciated as such.

My point is, even for testing, I need a complete game.

Does my game design analogy with geometry makes sense? Or more importantly, who cares?  ::)

Tukimitzu

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #27 on: April 11, 2016, 07:02:36 pm »
Obligatory post so that this thread doesn't leave the front page

I've been working on multiplayer stuff for the past few days, and I successfully implemented a match-making server. It is definitely not finished, but it works and if you are interested, it's a single .cpp file (sshhh, who needs .h anyway):

Match-making server:
(click to show/hide)

Server features:
- Runs on linux and windows*.
- Runs on command-line only.
- Has a user-input thread so that the user can type commands in the command-line while it is running.

*MinGW c++ compiler doesn't support std::thread yet, that's why I'm using mingw.thread.h.

It is a black-box match-making system. It does one thing and one thing only: links players who want to play the same game mode. Just like Hearthstone.

Quick Overview (aka lazy explanation):
- Player connects to server, player is now in now expected to choose a game mode.
- Once it chooses the game mode, server looks for that game mode on the wait-list.
- If no game of that game mode is on the wait-list, a new game is created and inserted in the wait-list.
- If game is found, player enters the game and the game is removed from the wait-list. Start game.

Other things yet to implement:
- Give the player the option to have his match private, so only someone who knows the match ID can connect.
- Match-making based on the player rank, but this is for much later, when I actually have a player-base lol.

I rented a linux machine at ops.mnx.io, accessed with SSH Secure Shell Client in my windows PC, compiled, ran and tested with a little tic-tac-toe client that I made. I played a few games and didn't have any problems. Specially in the first months of beta-testing, this VPS solution will be very useful.

I didn't test it with Pointless Wars yet, but in terms of multiplayer communication, tic-tac-toe and Pointless Wars are pretty much the same.

If you are a somewhat experienced network programmer and have any thoughts about any of this, please let me know.

Cheers!

eXpl0it3r

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #28 on: April 11, 2016, 07:29:54 pm »
*MinGW c++ compiler doesn't support std::thread yet, that's why I'm using mingw.thread.h.
Not all of the versions. The MinGW-w64 fork has support via pwinthread if you pick the POSIX threading model builds (e.g. this build). ;)
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Tukimitzu

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Re: Pointless Wars - [Turn-Based Pointless Strategy]
« Reply #29 on: April 12, 2016, 06:18:26 pm »
Not all of the versions. The MinGW-w64 fork has support via pwinthread if you pick the POSIX threading model builds (e.g. this build). ;)

Ah, now I know! Thank you!

 

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