[ian-reeds-games] Re: Tactical Battle 1.12 dev 1

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 20 Jan 2013 14:25:45 -0700

Hey guys,

Carlos, the problem is on these lines:
var map_l=shared.map.width
var map_h=shared.map.height

The M and H in shared.Map.Height need to be capitalized and the M and W in shared.Map.Width need to be capitalized.

This is the naming convention difference between javascript and C# and I'll agree it is a nuisance but there's not much I can do about it. Pretty much anything after shared dot will have the convention where the first letter is capitalized.

Austen, I've seen that error before and it's a mean one.
Try downloading and running this file:
http://download.microsoft.com/download/5/D/8/5D8C65CB-C849-4025-8E95-C3966CAFD8AE/vcredist_x86.exe

Hopefully that's all we'll have to do.

Zak, the number of random sounds will not be fixed, 2 for one sound and 8 for another will work fine.

Craig, yep you guys are writing the scripts that will be packaged with the game.
Ah, I know why you're getting the issue with toggling the team.
I thought doing that would be enough but obviously it's not. Just shows how many bumps there will be in supporting scripting. I think you'll have to wait until I can expose something better for the team change or until I do charm myself, sorry to disappoint. For now I think a dropbox link to a zip file that contains a folder with your scripts and a text file with your documentation will work well.
We can change it down the road if we need to.

Allan, good thoughts on the sounds.  I think Craig cleared it up well.
Basically there are 3 ways to specify sounds for skills right now.
1 is to name the sound with the same name as the skill and the game should automatically find it. 2 is to specify it on the skill which is the common case and what you were describing. 3 is to name the sound with a convention that uses the name of the unit and the skill like so:
warrior_smash.wav
Which allows the warrior to have a different smashing sound than most people who use the smash skill.
1 and 3 aren't really well documented, but I believe they work.

Another note is that I'm really only adding 2 things at this stage.
1 adding all the variations of smash_fail for sounds.
2 Adding the ability to put a number at the end of the file but before the .wav extension so that the game can find all the corresponding sounds and choose one randomly to play.

Craig and others, I'm really glad you're liking the chance and random damage. As Allan pointed out in his kobold adventure it really changes the difficulty of maps and makes the player decide when to take risk as it's not just a puzzle anymore. Do you heal this turn or next? It's no longer calculating how much damage could be taken, you have to decide if you want to risk waiting or not.
Pretty cool stuff.

I've got a busy day today but I should be back in the evening to see what's gone on.

Oh, just noticed your last email Allan. Yep, looks like you have it all right.

Ian Reed


Other related posts: