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Comments for Cyan Sphere of Doom: Galactic War and the Imperium Novum

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bournebourne

2009/11/4

Cool. Every time you click on an object if you told the previous object you clicked on to do something, that object also does it though. There needs to be a deselection? And what's causing the lag?
the setImage in the updateImage codes for each of the units. And the first problem... couldn't fix it for quite some time...
Oh and there are more buigs: I am fixing them
Previous experiments dictated that using a boolean to restrict the number of setImages is a good thing: that however wasn't enough... :(
What is the benefit of using a greenfootImage?
bournebourne

2009/11/4

When I ever have setImage statements, they are where they only will be executed once upon such as an event. And i don't know i just use them.
A new version of this scenario was uploaded on Thu Nov 05 11:14:42 UTC 2009
plcsplcs

2009/11/5

Looks like great potential, but try to ensure it has some connection to the codepoint aim: "The environment, conservation and global warming". However I am a big RTS fan, so hopefully this can get the right mix between gameplay and focus! Good luck :)
I did say that this is the original game and the codepoint submission will be modified to fit the theme.
A new version of this scenario was uploaded on Thu Nov 05 21:04:30 UTC 2009
BlackholeGFBlackholeGF

2009/11/5

Awesome! I can't figure out how to move anything any direction other than forwards and backwards. How do you move them up and down the map?
Actually, only certain units can. This was a purposefully set limitation for a frontal push. Vertical translation can be only done in battle where units will automatically fill gaps in formation. Coming up soon. If you would like to present an alternative, make a suggestion for an alternative. Thank you for the comment.
I retract my statement: I shall work on the vertical translations.
A new version of this scenario was uploaded on Sun Nov 08 11:24:01 UTC 2009
I got moving down and up now! >:D but now I got to work on collision... XD
A new version of this scenario was uploaded on Sun Nov 08 22:44:01 UTC 2009
A new version of this scenario was uploaded on Sun Nov 08 23:14:46 UTC 2009
A new version of this scenario was uploaded on Tue Nov 10 00:36:30 UTC 2009
A new version of this scenario was uploaded on Tue Nov 10 00:45:02 UTC 2009
A new version of this scenario was uploaded on Wed Nov 11 23:01:28 UTC 2009
A new version of this scenario was uploaded on Sun Nov 15 05:38:09 UTC 2009
limefortheworldlimefortheworld

2009/11/15

Collision (albeit incomplete) is here, along with other elements!
A new version of this scenario was uploaded on Sun Nov 15 13:32:48 UTC 2009
A new version of this scenario was uploaded on Tue Nov 17 23:39:19 UTC 2009
limefortheworldlimefortheworld

2009/11/17

oops spelling error on numbers (numberes in the EBC explanation)
bournebourne

2009/11/18

There is no bounds in scrolling to the left. And when you click on the pull-back command, the units do slowly move back out of the playing area when at the edge of "map"
limefortheworldlimefortheworld

2009/11/18

I shall fix that and hopefully update it today.
A new version of this scenario was uploaded on Thu Nov 19 00:09:04 UTC 2009
A new version of this scenario was uploaded on Thu Nov 19 02:22:59 UTC 2009
A new version of this scenario was uploaded on Fri Nov 20 02:39:08 UTC 2009
A new version of this scenario was uploaded on Sat Nov 28 22:16:03 UTC 2009
A new version of this scenario was uploaded on Sun Nov 29 23:41:25 UTC 2009
davmacdavmac

2009/12/11

Hi, did you want to delete this game? You should be able to do it now.
A new version of this scenario was uploaded on Sun Dec 13 13:58:15 UTC 2009
limefortheworldlimefortheworld

2009/12/13

thanks for asking, but no. Although developing the engine was the prime interest, but continuation of the series is just as important! :)
A new version of this scenario was uploaded on Sun Dec 20 05:27:16 UTC 2009
A new version of this scenario was uploaded on Wed Dec 05 05:10:03 UTC 2012 Well, fixed and is now working with the new Greenfoot. I haven't covered core issues and such, but I have attempted to remedy the lag which I suspect is caused by the inefficient Minimap system.