[ian-reeds-games] Re: Some more responses

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 18 Feb 2013 13:10:29 -0500

Hi Ian,
Concerning any advanced editor...I had a feeling this might be the case.  Zak 
wasn't wrong in saying useing  the text files were easier.  At least, for those 
of us who have been doing it for a good long while. Maybe someone will develop 
that advanced editor when multiplayer comes out, it will be that much more 
incentive if we put out some great multiplayer maps for it.

Yes, I think I ujderstand about the stun. Essentially, when the players unit 
attacks or casts certain spells, they suffer a stun effect which is supposed to 
last one round. The next time they have a turn, they are still stunned.  So if 
that is a bug, then cool! I hate bugs as much as you like fixing them.

I made a work around, by making a simple exhaustion effect that takes away all 
movement of the players unit after performing certain actions. It does the same 
job so I am happy. The take_item menu bug is still there to handle when you 
finish up the MP update.

Thanks for answering some of those pressing questions.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Monday, February 18, 2013 1:39 AM
  Subject: [ian-reeds-games] Some more responses


  Hey all!

  Allan, you brought up some good points about summoning units on 
  different teams.  The easiest scenario to solve is your map creation one 
  as I'd just need to let you specify a team on the summon flag.
  The other scenarios are going to require some more thought but I agree 
  we'll need to solve them at some point.  All of it is added to my list.

  Craig, I'm glad you like the new scripting features.
  And before I even get to say that you've already released an update to 
  your scripts with them!
  Awesome work!

  The unit comparison issue you ran into is just one I hadn't tried yet.
  I expect this problem is related to exposing C# objects in a hosted 
  javascript environment.
  I'll test it myself but the likely solution is that I will need to add 
  an ID property to all units so you can compare the ID's as numbers won't 
  have the same kind of reference comparison issues.
  It's on my list.  I'm knee deep in multiplayer and want to stay focused 
  on that for a while longer but will probably look at that bug right 
  after as it's very helpful to have you scripting features.  It's already 
  saving me time and I imagine will just get better as time goes on.
  Thanks for your hard work.

  Allan, thanks for the bug reports.  I always like to get bugs fixed 
  quickly but I think it will also wait until the core multiplayer stuff 
  is done so I don't lose my train of thought so to speak.
  Regarding the issue with the stunning of the player unit's as a splash 
  effect caused when hitting an enemy.
  It might actually be a bug in the engine.
  Since the effect was caused on your turn a duration of 1 should make it 
  fizzle just as your next turn starts.
  I imagine I am using the team of the unit that caused the splash effect 
  when deciding when the effect will end.
  In most cases this is the unit performing the skill and so it's the same 
  as the current team's turn which is why we don't see this problem in 
  other cases.
  So I just need to make it so the effect fizzles before the turn in which 
  it was cast, not before the turn of the unit who cast it.
  I probably explained that poorly.  Anyway, I think that's the right way 
  to go, so if anyone understood what I was saying and has objections let 
  me know.

  Richard and Carlos, Richard mentioned a bug in the conquering redwall 
  abbey maps and I've made it so that particular issue will now announce 
  when the map loads so it won't go unnoticed by map creators in the future.
  I believe a unit had their team set to 0 which used to be neutral but is 
  invalid in recent versions of the game.
  Conquering redwall abbey was made before that change and since the game 
  wasn't reporting it as a problem when the map started it was easy to miss.

  Richard, glad to hear you're interested in making maps.  The more the 
  merrier.
  Allan gave some great advice and I think it's the best path to follow.  
  I'll just add that while it is overwhelming at first it does get better 
  the more you do it and you should start as Allan said by copying an 
  existing map pack and just making minor changes to get the hang of things.
  Then slowly branch out by figuring out specific things you want to get 
  working.
  Also be sure to look at others maps when they have a feature and you 
  want to understand how they did it, or just ask in the mailing list.

  Everyone, on that note if someone is interested in writing a beginner's 
  guide to map creation I'd be happy to include it as a link in the user 
  guide as I've done with Craig's documentation.
  The Step by step section in the user guide is the closest thing to that 
  and is probably all I'm going to do.
  After that it pretty much becomes a reference manual, which is useful 
  and necessary but could be further helped with a beginner tutorial.

  Garrett, Zak and Allan, an improved map editor has been mentioned in the 
  past.
  You all brought up some good points.  I agree that the map creation 
  portion of the user guide has gotten pretty huge and is overwhelming for 
  beginners.

   From my perspective, though valuable for many new map creators, doing 
  an in game editor to make creating all the files easier would be a 
  significant amount of work.
  I think it's more important for me to work on features that allow the 
  engine to support more flags and map scenarios.

  I have 2 other things I want to say on that note:
  1 I will continue to enhance the current map editor for the editing of 
  map files only.
  This is because placing objects in maps was so painful when you had to 
  edit the map files by hand that the current map editor was inevitable 
  and it makes sense for it to continue to handle this biggest pain point.
  Zak, your idea of appending or editing flags for a specific unit or 
  structure line in the map fits into this realm so it's on my list for later.

  2 So I've basically said that it is unlikely I will ever get around to 
  doing an editor that let's you create and edit all the many types of 
  files associated with a map pack.
  Really it's just a matter of priority, but I think TB will never be 
  done, there will always be something else to add and if it gets to a 
  pretty done state then I'll probably dive into the RPG Maker that comes 
  after it so there will always be something that is higher priority.
  Sorry about that.

  That said, it could still be done by someone other than myself. This 
  kind of editor actually doesn't need to rely on the core game logic at 
  all and the file formats it needs to save are already well documented.
  So someone could do an HTML editor as Allan suggested or an audio editor 
  that runs as a desktop application.
  This is not completely unlikely to happen as CAE Jones wrote a map 
  editor for swamp and as we all know Aprone is the developer for swamp.
  TB is not as popular as swamp but it could still happen someday.
  Since it's something that could easily be done by another developer it 
  also ranks lower on my priority list since there are many features that 
  only I can do right now and spreading out the work makes more sense for me.

  Everyone, it's been great to see all the discussion and I really 
  appreciate hearing whenever people say how much they like the game or 
  give appreciation.
  The game is already so much more than it ever would have been had I kept 
  creating maps myself.  So thanks again to all the map creators.

  All the best,
  Ian Reed

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