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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 22 Jul 2006 12:32:23 pm Post subject: |
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New update ready!
I've made a ton of changes. Check the changes.txt file for more specifics.
File size has been rolled back ~ 2k (with little loss to gameplay)! |
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Sage Orator
Advanced Member
Joined: 23 Apr 2006 Posts: 337
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Posted: 23 Jul 2006 08:25:12 pm Post subject: |
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Just downloaded it. I'll look at it and get back to you. Pretty busy though so we'll see. |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 24 Jul 2006 12:13:30 pm Post subject: |
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Another update...
Mainly fixed bugs, but also I combined prgmMAP with prgmWOW2 (Finally!) |
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Sage Orator
Advanced Member
Joined: 23 Apr 2006 Posts: 337
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Posted: 25 Jul 2006 01:41:45 am Post subject: |
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It’s good stuff but I can’t build 100% of the time. I’ll try to see if it’s my calc or not, maybe you haven't coded it yet. Otherwise it’s great... all of my previously mentioned pet peeves, I think, are gone.
I’ve made some simple optimizations that I’ll post soon once I finish fixing some things. I can provide documentation of the optimizations if you want. I’ve saved 28 bytes and some speed. No major overhauls yet.
[Edit 1] I sent it to my calc again and I must have deleted or cleared something, works great now. It runs smooth and is fun. I may think of some gameplay suggestions later.
[Edit 2] Here's my optimized version, I got both previously mentioned bugs out. This is after going through the code only twice. More to come.
[Edit 3] Newest version, saved 44 bytes. Still nothing major.
Last edited by Guest on 25 Jul 2006 10:42:46 pm; edited 1 time in total |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 27 Jul 2006 10:03:27 am Post subject: |
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Yes, documentation of changes would help me a lot. |
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Sage Orator
Advanced Member
Joined: 23 Apr 2006 Posts: 337
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Posted: 27 Jul 2006 10:47:26 pm Post subject: |
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Okay I'll get it to you by tomorrow... probably. I've been going through it one last time and completly screwed something up so I need to try and fix that.
I fixed it, spent all night doing so too, so here is the documentation along with the newest version. I'll get a more detailed one to you soon. 125 bytes saved.
I also included a version without GDB 1, still 105 bytes saved, it's just a personal preference not to take up the GDB slots, to have less to put on my calc, and to have less overall memory being taken up. It's WOW 76.
Last edited by Guest on 29 Jul 2006 12:16:47 pm; edited 1 time in total |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 29 Jul 2006 12:52:33 pm Post subject: |
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Great job.
I need some help from someone who's knowlegable with xlib.
I can't seem to get the sprite routine to work correctly.
I want to make it so that when you select a unit (not a building) your cursor will change to the unit's icon, allowing you to move units arround.
Whenever i follow the instructions given by the readme (yes, I read it!), It just gives me nothing. Can't figure out what's wrong.
What Should work(just for simplicities sake)
Code: real(1,0,0,1,8,1,0,0,0,0,1
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Sage Orator
Advanced Member
Joined: 23 Apr 2006 Posts: 337
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Posted: 29 Jul 2006 11:01:26 pm Post subject: |
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I know some, what do you have now? |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 30 Jul 2006 10:32:55 am Post subject: |
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Never mind, I fixed my xlib problem. Here's an update. Check the log for details.
I think it is better to use a GDB because not only does it set the screen to the dimensions I want (and also set the graph format), but it also sets all the y= functions back to nothing. |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 04 Aug 2006 11:03:40 am Post subject: |
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Okay, I finally got arround to program in the move function. However, after testing, I found out that this is way to slow (try moving far to see what I mean). I need help optimizing this (for speed only).
Code: ;Here's the code I need optimized
L+7M->H:D+7W->T:DelVar IDelVar JC->S:K->G
While H!=T or G!=S
DelVar NDelVar O
(G<S)+G-(G>S)->G
If [J](H,G:Then:K->G:1->N:End
(H<T)+H-(H>T)->H
If [J](H,G:Then:L->H:1->O:End
If 1+I/5>LDSAV(85+P) or (O and N):Then:Text(57,0,"INVALID PATH SELECTION
Repeat getKey:End:real(12,7,0,57,96,63,1:H->T:G->S:1->J:End
1+I->I
End
DelVar T
If J:Goto 8
R+15P->[J](D+7W,C
0->[J](L+7M,K
C->K:D->L:W->M
LDSAV(85+P)-1-int(I/5->LDSAV(85+P
Another chunck of code I need optimized is this...
When you select end turn, it has to spend time to figure out what buildings/units were training, and then turn them into something useful. Here's the code:
Code: ;Optimize for speed
For(A,1,11
For(B,1,14
If 30<[J](B,A:Then:[J](B,A)-30->[J](B,A:1+LDSAV(2[J](B,A)+9-29P->LDSAV(2[J](B,A)+9-29P:End
End:End
Here's the updated file... If you find any bugs or inefficient code, please tell me. |
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Cure
Active Member
Joined: 11 Apr 2006 Posts: 739
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Posted: 07 Aug 2006 08:30:10 pm Post subject: |
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Hopefully you fixed the bug that causes the game to freeze when you hit Windows, and scroll down to the last page. And also documentation on how to play the game would help too. Just some suggestions. |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 08 Aug 2006 10:31:51 am Post subject: |
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Fixed the bug, as well as finished implementing unit training. All that's left is the battle engine and AI support.
Edit: Everything except the AI is now finished!
I need some input on the team bonuses, though. Are these fair?
Britain - Lvl 2 defence
China - Free Citizens
Germany - Lvl 2 attack
Italy - Lvl 2 food and lvl 1 oil
Japan - Extra mobility (+5 per turn)
USSR - 50% cheaper infantry
US - lvl 1 manufacturing and lvl 1 money
Please don't judge them by how they look, but instead try them out.
I also need some ideas for stratagies that the AI can use
Last edited by Guest on 08 Aug 2006 07:48:46 pm; edited 1 time in total |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 11 Aug 2006 08:56:12 am Post subject: |
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new update of WOW2 is ready.
I have changed the map interface to allow for a larger playing map, and also made it so that you no longer have to press [ALPHA] to access the other half of the map. Instead, the map will move if you try to scroll 'out of' the viewable screen. |
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WikiGuru ADOS (Attention deficit... Oh! Shiny!)
Elite
Joined: 15 Sep 2005 Posts: 923
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Posted: 11 Aug 2006 09:20:24 pm Post subject: |
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Here's another animated screen shot. I've also fixed some bugs in the new version |
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