I think those are gold deposits, Delmar. It seems like you attack them to get gold. Then you can build more units by first selecting your castle... this game is really coming along!
A new version of this scenario was uploaded on Tue Nov 11 01:04:26 UTC 2008
A new version of this scenario was uploaded on Tue Nov 11 10:17:19 UTC 2008
After playing a while, I got an IllegalStateException (Actor hasn't yet been inserted into the world). It seems you were calling "getX()" on an actor that wasn't in the world, from Building.drawProgressBar() (line 251)
Whoops! Thought I caught that one. It'll be fixed in the next update.
Right now I have another problem. When I enable the fog of war, it slows the game down immensely. What it is doing is creating about 3000 objects with no code. Is there any way to reduce the memory strain of these objects?
A new version of this scenario was uploaded on Tue Nov 18 11:48:26 UTC 2008
A new version of this scenario was uploaded on Tue Nov 18 11:52:28 UTC 2008
Nice.... I still think the dwarves look too cartoony, but I'll have to blame Josh for that. Now all you have to do is add all nine units for each faction, fix the fog of war, make a smarter AI, and design the campaign. Perhaps you could also add a rally point system for the building. Still, this update is impressive. (For those of you who want a challenge, try Outlaws vs. King's Men -- and don't change the map!)
A new version of this scenario was uploaded on Wed Nov 19 00:05:58 UTC 2008
Congrats on weekly winner. Still plenty of units yet to come out, and the campaign mode. You still have some issues with overlapping trees and villages. The fog of war does run nicely now, but my men have such poor sight range >.> Also I'm hoping for an AI that does more than recruit the low-level melee unit and patrol and take villages. And of course, balancing this will be a pain. Maybe you could come up with a balanced non-random scenario (or more) and use a selector on the menu for random or created map to test win times and faction vs faction strengths.
A new version of this scenario was uploaded on Thu Nov 27 10:57:39 UTC 2008
A new version of this scenario was uploaded on Sat Nov 29 05:16:51 UTC 2008
A new version of this scenario was uploaded on Sat Nov 29 05:40:55 UTC 2008
The tree-village bug is still there. Your tier 3 dwarves only cost 25 gold. I like the stats bar, but could you add movement speed and (possibly) attack speed to the list? You can select the units in the background of the menu (which could be intentional) and order player 1's units around (which probably wasn't.) The last issue is that when the flag respawns when you capture it the first time, I could not get it to capture again.
A new version of this scenario was uploaded on Mon Dec 08 11:56:41 UTC 2008
I found out what the problem was. I did try to reproduce the problem by adding a space at the end of the title, but that worked fine. However, adding a space at the beginning of the title made a new scenario. We will get this fixed. Thanks for the help with tracking down this bug!
Yes. I am seeking to create a Isometric game. The thing is just a demonstration. In the real game I'll use the trigonometric calculations to make it linear. Also, I'll use a check system to prevent overrides, and much others. I am designing my own graphics. Only reason that it did not make it to the prototype is because I'll start from the scratch in the real game.
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