Calculatordream wrote:
Whats the GDstand file for? I don't remember that from earlier.

Its a dependancy. Likely, if you've alread run it, you dont need it, it just sets a graph to GDB9 that is a 'friendly graphing window' that I use for my projects.
Personally, I’d recommend that you change your friendly graphing window from 0-255 and 0-155 to 0-264 and 0-164 so that each pixel corresponds to an integer coordinate.
pi644721 wrote:
Personally, I’d recommend that you change your friendly graphing window from 0-255 and 0-155 to 0-264 and 0-164 so that each pixel corresponds to an integer coordinate.


I already have 0-264 and 0-164. Its made so that it corresponds with the pxl-on( command- I dont ever actually use the pxl-on( command, but it also makes Text( align pretty nicely given you invert Y.
I’m using the GDSTAND program on the GitHub page (from 7 months ago) because the group files on google drive don’t include it. Maybe I’m just using the wrong version of GDSTAND.
pi644721 wrote:
I’m using the GDSTAND program on the GitHub page (from 7 months ago) because the group files on google drive don’t include it. Maybe I’m just using the wrong version of GDSTAND.


Oh. Yeah, the one on github is out of wack. Thats not good. I somehow messed up GDSTAND twice. I'll upload the correct one right away.

EDIT: Done.
Main post prettification promised yesterday has been completed! Smile
CALCCIV Alpha 0.2 is now (more specifically, starting an hour ago) available for download on its GitHub.

This update adds:
- Debug mode with a corresponding console and the ability to run commands!
|-Currently two commands, CASH and SPAWN
|-CASH gives or takes cash to a civ, only civ being player atm
|-SPAWN spawns an unit or city
- Cities! They currently just have a name and sit on the map.

- Units! They currently can just move around. Since turns arent implemented yet, you can move them around infinitely.


- A new (animated!) title screen, with a very pretty logo, made in LINEDIT.

- Topography of map, allowing for cylindrical or spherical maps instead of only rectangular, configurable in
- New new game menu, being mostly bare atm but still highly extensible and useful.
- QuickGen, which generates 30 by 30 and 60 by 60 maps way faster than the previous method used.


Not to mention, game runs faster than this on actual hardware, CEmu runs it slower because it over-throttles it Wink
This is great. Never thought I would see this in basic.
I really like the small animation on the title screen 😁
α 0.3 will include turns, settlers, resources, a new view mode, and proper city functionality!

(No screenshots yet, devving hasnt actually begun, just brainstorming)

Now, most of the city stuff is gonna be fairly trivial to implement, just add some numbers to another number per turn, (as a note, corruption is going to be for 0.4 as it relies on capitals and capitals relies on civs, which arent implemented yet) but the hardest part is going to be the fact that the city owns terrain, and this terrain effects is production. Now, I have thought of a solution: I'll store it in the city's list! Obvious solution, cant be that bad, right?
...Of course its trash. It would require me to somehow have 125 digits worth of numbers for a 5x5. Thats 25 tiles, and each tile has a x (+50 digits) a y (+50 digits) and a 'worker is there' bool (+25 digits) It would also be cumbersome to take values in or out of that as it would have to be squished, and it would be also be difficult to tell from a tile if its in a city or not, which would be required for a lot of checks (Can you settle there? Can a neutral unit move there? Should I draw those dotted lines there? ).

Alright, second solution. I make 4 new lists (LCIT0-4) and just use those. Look, its simple, and works out nice, heres an example of an entry:
1121.050307
format: 1[city id][worker present] . [food prod.][money prod.][prod.]
uncompressed: 12 true 5 3 7
This way, city id is right there, I can access it from a tile just by swapping out TER to CIT, which is very easy to do since I use strings and expr( to access the lists anyway. I can also very easily update this and the city on something changing, since both the prod. values and city id are right there.
The drawback is that I have to write even more code in the monstrosity that is the list access system...

The other big thing is going to be the new view mode. Basically, doing combat in the current view mode would really suck big time. So, I am going to allow you to enter a 'strategy mode' that has simple boxes to represent terrain movability, much smaller area per tile, and the units and buildings drawn in. I am also going to allow you to press a button to get a list of all your cities and access them that way to minize camera panning.

Oh, also, I have to generate the initial prod. values somewhere. This would take a really long time, so I am thinking during world gen. So yes, world gen is going to take even longer.
I might just write a companion python script for you to run on your computer that just generates the world for you once the game's in beta.

So, thanks for reading this wall of text.
That is a sweet title screen logo.
Oxiti8 wrote:
That is a sweet title screen logo.


tr1p1ea wrote:
I really like the small animation on the title screen 😁


Thanks!

Everyone seems to be liking the title screen Very Happy
Shameless self promo but a true one- its because of LINEDIT! LINEDIT is insanely powerful, I am very happy I made it and itll make devving the art part so much easier.

The animation isnt LINEDIT though- its essentially a plot sprite but I switched out the plots for pxl-on( and pxl-off(. Because the plot sprites delete the graph screen on reload.
  
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