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2LT Worm American Hero

 Joined: 25 May 2004 Posts: 1232 Location: Indianapolis, IN
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Posted: Tue Sep 15, 2009 4:10 pm
Post subject: War Machine WIP |
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This little game I've been working on has been an idea in my head for the past 4 years now.
Previously started as somewhat of an inside joke as "The Great Gamehippoian Civil War," many mock-ups were produced. I even made a soundtrack to go along with it.
Well, as I was a college student the past four years, I really never had too much time to devote to learning a new programming language. However, a couple years back, someone clued me onto the SDL API; it used C++ as its based, and since I had taken a computer programming class in high school, it was a bit easier to pick this up.
However, after trying to produce a Sonic game (and beating my head against the wall), I kind of gave up on it.
Look here: http://www.dosgames.com/forum/viewtopic.php?t=8755 (dated 22 November 2006 lol)
But now, since I'm unemployed and chillin' back home, I decided to pick it up again.
So, allow me to introduce "War Machine."
It's a turn-based military tactics game.
I'm using Famicom Wars (the NES version of Advance Wars) as my base, and while I'm not trying to simply make a clone, I want to mimic this game and make improvements and changes later.
It's not much to look at right now, but I got it to compile, which is a victory in itself.
Right now, it displays the title screen and plays the theme. If you click, the screen will transition, and display the test map. This map is generated by blitting a chipset, so I'm not cheating by drawing the map in Paint and displaying it. (Not that the map is much to look at)
Main screen:
The test map:
A little movie |
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Larry Laffer Moderator

 Joined: 19 Feb 2006 Posts: 3808 Location: Romania
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Posted: Tue Sep 15, 2009 4:47 pm
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Nice!
Is the video supposed to be sans sound? Or did I break something?
Also, with my eye I spy a misalignment of the bottom-center road turn tiles.
And no Advance Wars clone worth its salt should ever go without CO and their powers(not that it matters this early in the release life cycle, just sayin') |
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2LT Worm American Hero

 Joined: 25 May 2004 Posts: 1232 Location: Indianapolis, IN
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Posted: Tue Sep 15, 2009 5:45 pm
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| Larry Laffer wrote: | Nice!
Is the video supposed to be sans sound? Or did I break something?
Also, with my eye I spy a misalignment of the bottom-center road turn tiles.
And no Advance Wars clone worth its salt should ever go without CO and their powers(not that it matters this early in the release life cycle, just sayin') |
Yeah, I muted the sound because the recorder used the mic instead of line-out. And my fans get loud when I do anything, really.
Here are the tracks that should be playing:
Civil Unrest (Main Theme)
Western Campaign (Player 1's theme)
And, you're right about the road. They worked when they were 16 x 16, but the interpolation that GIMP uses screwed it when I doubled the size. Those are temporary anyway. |
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Larry Laffer Moderator

 Joined: 19 Feb 2006 Posts: 3808 Location: Romania
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Posted: Wed Sep 16, 2009 2:51 am
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| Cool tunes! Are they original? Or did you take them from other games? 'Cause I find Western Campaign to be rather familiar... |
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2LT Worm American Hero

 Joined: 25 May 2004 Posts: 1232 Location: Indianapolis, IN
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Posted: Wed Sep 16, 2009 9:31 am
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| Larry Laffer wrote: | | Cool tunes! Are they original? Or did you take them from other games? 'Cause I find Western Campaign to be rather familiar... |
I "composed" them from loops in Garageband. What does it remind you of? |
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dosraider Moderator

 Joined: 15 Mar 2005 Posts: 6797 Location: ROTFLMAO in Belgium.
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Posted: Wed Sep 16, 2009 9:53 am
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Looks promising .......
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Larry Laffer Moderator

 Joined: 19 Feb 2006 Posts: 3808 Location: Romania
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Posted: Wed Sep 16, 2009 1:42 pm
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| 2LT Worm wrote: | | Larry Laffer wrote: | | Cool tunes! Are they original? Or did you take them from other games? 'Cause I find Western Campaign to be rather familiar... |
I "composed" them from loops in Garageband. What does it remind you of? |
I dunno, some RPG on one of the older gen consoles, but I can't put my finger on it. *shrugs* Could be just my imagination.
Like them(the tunes that is) tho'. |
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2LT Worm American Hero

 Joined: 25 May 2004 Posts: 1232 Location: Indianapolis, IN
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Posted: Thu Sep 24, 2009 8:19 pm
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New video
Basically, this new video shows cursor action, which actually took some time to code (getting the application to give me the coordinates of the mouse on the window took a couple of hours. sigh)!
You can't see it, but I've also start programing the game's logic. So hopefully within the next couple of releases, you can click on a grid square, and information will pop up on the screen.
Also, I'm planning on getting rid of these side bars. I decided that I didn't like 'em.
If you have a Mac, try it out and tell me if it works okay.
http://gamehipporedux.com/warmachine/downloads/warmachine0.0.6.zip
EDIT:
If you DO NOT have the SDL_image, SDL_ttf, SDL_mixer, Ogg, and Vorbis frameworks in your ~/Library/Frameworks, you need to download this version:
http://gamehipporedux.com/warmachine/downloads/warmachine0.0.6b.zip |
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2LT Worm American Hero

 Joined: 25 May 2004 Posts: 1232 Location: Indianapolis, IN
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Posted: Sun Sep 27, 2009 5:23 pm
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BUMP
Here are some copies of the program. There's not much here...I'm mostly seeing if they work on other computers!!
Barring any problems found in the testing, I should be ready to proceed to ver. 0.1.0!
You'll notice some differences from this product and the screens above (unless of course, you've been reading the dev blog...)
Ver. 0.0.9 Mac
Ver. 0.0.9 Windows
Please let me know if it works for you or not!
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dosraider Moderator

 Joined: 15 Mar 2005 Posts: 6797 Location: ROTFLMAO in Belgium.
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Posted: Sun Sep 27, 2009 5:52 pm
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It works.
Congrats.
OMG IT'S ALIVE !!!!!!
.... But not much to do yet ingame, isn't it....?
Hint hint: shouldn't you make the playfield a bit bigger? |
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2LT Worm American Hero

 Joined: 25 May 2004 Posts: 1232 Location: Indianapolis, IN
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Posted: Sun Sep 27, 2009 8:02 pm
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| dosraider wrote: | | Hint hint: shouldn't you make the playfield a bit bigger? |
What do you mean?
I could make the tiles bigger I suppose, but that be farther along in the dev cycle. |
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dosraider Moderator

 Joined: 15 Mar 2005 Posts: 6797 Location: ROTFLMAO in Belgium.
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Posted: Mon Sep 28, 2009 12:52 am
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| Not the tiles bigger but moar tiles .... it's now 14x14, that's seems a bit restricted IMO. |
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Larry Laffer Moderator

 Joined: 19 Feb 2006 Posts: 3808 Location: Romania
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Posted: Mon Sep 28, 2009 3:34 am
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Works fine on my XP SP2.
But... always the nitpicker: Shouldn't the menu that activates when you click on your worm general deactivate when you click on anything else? Cause currently it stays there 'till you click it again. 
Edit: Disregard that: reading the blog, I found it it's a feature, not a bug.  |
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dosraider Moderator

 Joined: 15 Mar 2005 Posts: 6797 Location: ROTFLMAO in Belgium.
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Posted: Mon Sep 28, 2009 4:18 am
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Tested on:
XP sp3
Vista sp2
All OK. |
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2LT Worm American Hero

 Joined: 25 May 2004 Posts: 1232 Location: Indianapolis, IN
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Posted: Mon Sep 28, 2009 9:52 am
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| Larry Laffer wrote: | Works fine on my XP SP2.
But... always the nitpicker: Shouldn't the menu that activates when you click on your worm general deactivate when you click on anything else? Cause currently it stays there 'till you click it again. 
Edit: Disregard that: reading the blog, I found it it's a feature, not a bug.  |
Yeah, I figured that the right click would be the cancel button. If you right click outside that area it will close.
But, I will write in down in my feedback notes. You might get that later! =P |
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