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Brass Hats (my game) beta
 

offline jkd from Twitch City (Canada) on 2007-06-13 12:53 [#02093129]
Points: 1138 Status: Lurker



I've been working full time for a year on a computer game
called Brass Hats. It's a turn-based strategy game a la
Military Madness or Advance Wars, for PC and Mac.

A test version is available at www.brasshats.com. If you're
interested, give it a spin and let me know what you think of
it.

If anyone has a Mac, especially an Intel Mac, please tell me
if it works on your system, and what kind of performance you
get.



 

offline marlowe from Antarctica on 2007-06-13 12:58 [#02093133]
Points: 24588 Status: Lurker



Cool, I always wanted to make a game - good on ya.


 

offline oscillik from the fires of orc on 2007-06-13 13:04 [#02093137]
Points: 7746 Status: Regular | Followup to jkd: #02093129



hi jkd, hope you don't take offence here - i'm only trying
to help.

might i suggest that on your download page that you make it
clear whether the Mac OS X version is a Universal Binary or
not, and which OS versions it's compatible with? just trying
to save you a possible influx of emails titled "does this
run on a PPC Mac running OS 10.3.9" etc etc etc


 

offline jkd from Twitch City (Canada) on 2007-06-13 13:12 [#02093139]
Points: 1138 Status: Lurker | Followup to oscillik: #02093137



Why would I be offended by such a good piece of feedback?
:)

It's not a Universal Binary. I built it on a Powerbook G4
running 10.3.9. I *think* it will run on the new Intel Macs
but I'm not 100% sure. And if it does, it will be in some
sort of emulation mode, so I'm curious about the
performance. That's part of the reason for this beta test.

Since I'm too poor to buy tons of different computers, I'm
doing a public test to help determine the system
requirements. :)

Do you have a Mac? Would you mind testing it out?

Also, if anyone has an ancient PC, or a PC running Vista,
please test it out!



 

offline oscillik from the fires of orc on 2007-06-13 13:16 [#02093140]
Points: 7746 Status: Regular | Followup to jkd: #02093139



ahh i see, it's a PPC binary that would run under Rosetta on
an Intel Mac.

i've not used an Intel Mac, but from what i've read, it
shouldn't have any trouble running as long as you're not
using any AltiVec code in your game. don't quote me on that
though, since i'm only going by theroy.

i can understand not being able to afford every computer
under the sun!

unfortunately my Macintosh days are over...at least for the
time being. the new systems have been tempting me, but it
will take a lot of saving up for me to get one, and i have
other priorities at the moment (like needing a sampler, and
more interfacing equipment).

unless you have a version of the game that will run on an
Atari Falcon030? ;)


 

offline Taxidermist from Black Grass on 2007-06-13 13:36 [#02093143]
Points: 9958 Status: Lurker | Followup to oscillik: #02093140



What sampler are you looking at getting?


 

offline swears from junk sleep on 2007-06-13 13:37 [#02093144]
Points: 6474 Status: Lurker



http://www.youtube.com/watch?v=yE85B85Wov8


 

offline oscillik from the fires of orc on 2007-06-13 16:52 [#02093212]
Points: 7746 Status: Regular | Followup to Taxidermist: #02093143



hi mate, so as not to hijack jkd's thread (and be a
hypocrite) i have raised a new thread for your
perusal


 

offline w M w from London (United Kingdom) on 2007-06-13 18:26 [#02093234]
Points: 21451 Status: Lurker



Yikes, so it really does take a year to make something like
this even for someone like you (with a few other people no
less) who is 100 x faster and more capable than me? Just
making the grid of a bunch of hexagons lined up would be a
challenge to me. Seems like a pretty solid game; only played
10 min so far. I did play and beat advance wars 1 and
thought it was great.

I did tutorial 1 then just jumped to the versus (which is vs
computer) since the main thing isn't available in beta.
Here's some stuff I noticed so far:

cruiser and battleship are quite visually similar (like if
you had a mixed fleet of both scattered around, solid green
blocks would be instantly distinguishable from solid blue
blocks, etc. Or size like if one was 1/2 size)

not sure if there's a key for end turn but the clickable one
is far at the bottom which makes you accidently scroll down
sometimes

when one unit has say 6 life and the other has say 2, the 6
might kill the 2 (making it 0) but that thing with 0 life
now attacks which seems weird only because one attacks and
then the other (how does something with 0 hitpoints attack)

this one is just my damn computer: the music is crackly. It
was also crackly in 3 different pygame (python) games I
tried a couple days ago. fucking hell.

Have you used actionscript/flash much? I'm gonna give that a
solid try I think. Python can't put stuff on the internet
or share stuff easily.


 

offline w M w from London (United Kingdom) on 2007-06-13 18:31 [#02093237]
Points: 21451 Status: Lurker



also if you click a unit to see its attack range (left mouse
click) it seems more natural to cancel with a right mouse
click than pressing esc. Or maybe just click anywhere else
to cancel (as it is the game is stuck until you press esc.
same with moving. maybe clicking the blank grass outside of
the range would cancel that unit's selection


 

offline w M w from London (United Kingdom) on 2007-06-13 18:50 [#02093241]
Points: 21451 Status: Lurker



similarly, it'd be more visually immediately obvious if the
enemy bases were like blue instead of red, instead of using
smaller flags to distinguish sides and having them all red.


 

offline oxygenfad from www.oxygenfad.com (Canada) on 2007-06-13 19:19 [#02093247]
Points: 4442 Status: Regular



Great work! Being a programmer myself, I can only imagine
how hard this must of been to program. Excellent stuff
here.

Ok harsh beta testing points.

I think the game would have a better sence of flow if the
END TURN button was larger and floating over the playing
field. It took me a minute or so to figure out how to end my
turn. Seeing that after a while the GUI of a game becomes
second nature, I think it would be important for you to make
easier access to something that is going to be used a lot.

If the switch back and forth had more of a "CRAZY 8`S" ,
slap card down "YOUR TURN!" type feel I think this game
would be highly addictive. Like that board game TROUBLE.

Since you got a METAL SLUG kind of feel with the art work, I
really think this would help your gameplay :D


 

offline oxygenfad from www.oxygenfad.com (Canada) on 2007-06-13 19:20 [#02093248]
Points: 4442 Status: Regular



Maybe SPACE BAR ?


 

offline w M w from London (United Kingdom) on 2007-06-13 19:28 [#02093250]
Points: 21451 Status: Lurker



I just merged 2 units and in advance wars at least you are
credited for the remainder if, say, a 6 and 7 combine (3
remainer in cash- not sure if that's better or worse for
gameplay anyway.) In this first versus map (bridge
something), they'd put up a better fight if they tried to
capture my upper left base with transport ships and infantry
(not sure if snipers/flame can capture stuff). They mostly
build unusable ships that are trapped on the right side of
the water. Maybe the ai could check to see if there is a
path of water tiles to the enemy ships to know whether to
bother building, say a torpedo boat, when my battleships are
protected by the land barrier. They did the same thing in
advance wars I think.
Also the roads seem to use 3 tiles in one when 3 roads
intersect.
This is a fun game though and making anything with code is
hard. I probably wouldn't make something that was such a
complete clone of something (advance wars) if I made a
game.
Maybe right clicking on a unit or something could bring up
the info if you want ('cruisers are naval units primarily/
etc') instead of only accessing that in the sea port.


 

offline w M w from London (United Kingdom) on 2007-06-13 19:30 [#02093251]
Points: 21451 Status: Lurker



*upper right base I mean


 

offline w M w from London (United Kingdom) on 2007-06-13 19:58 [#02093256]
Points: 21451 Status: Lurker



Also subtle things in advance wars like when it's the
enemies turn different music plays (if I remember right
anyway) and the co powers are also sort of a break from
monotony (a sudden flash on the screen of the co with
different music for a bit (title wave, etc))


 

offline w M w from London (United Kingdom) on 2007-06-13 20:05 [#02093259]
Points: 21451 Status: Lurker



in advance wars I always turn off the battle scenes since
they take so long.


 

offline w M w from London (United Kingdom) on 2007-06-13 20:25 [#02093265]
Points: 21451 Status: Lurker



and of course exploding units or something when they die
which you probably intended anyway.


 

offline w M w from London (United Kingdom) on 2007-06-13 20:29 [#02093267]
Points: 21451 Status: Lurker



I finally won the 1st on the 23rd turn, not exactly
efficient.


 

offline w M w from London (United Kingdom) on 2007-06-13 20:34 [#02093270]
Points: 21451 Status: Lurker



Ha ha, the mountains look like couches. Everyone knows
mountains are brown triangles, pff.


 

offline w M w from London (United Kingdom) on 2007-06-13 20:50 [#02093272]
Points: 21451 Status: Lurker



Hmm, I don't think any unit in advance wars did an attack on
multiple tiles at once except for the last boss that did
that meteor attack. That might be a good gameplay element
(like an attack that hits everyone on a 7 hex circle.


 

offline w M w from London (United Kingdom) on 2007-06-13 21:48 [#02093281]
Points: 21451 Status: Lurker



tanks don't heal on factories? (infantry do)


 

offline darkpromenade from Australia on 2007-06-13 22:52 [#02093285]
Points: 2777 Status: Regular



Unable to execute file:
C:\Program Files\Brass Hats Beta\BrassHats.exe

CreateProcess failed; code 14001
This application has failed to start because the application
configuration is incorrect. Reinstalling the application
may fix this problem.

Reinstalling did not fix the problem. I hope this helps.

<3


 

offline jkd from Twitch City (Canada) on 2007-06-13 23:07 [#02093286]
Points: 1138 Status: Lurker | Followup to darkpromenade: #02093285



Thanks for the report. What version of windows are you
running? What service packs do you have installed?



 

offline darkpromenade from Australia on 2007-06-13 23:11 [#02093287]
Points: 2777 Status: Regular



Windows XP Pro

Service Pack 2

Intel Pentium 4 3.0GHz, 1 Gig Ram


 

offline jkd from Twitch City (Canada) on 2007-06-13 23:16 [#02093288]
Points: 1138 Status: Lurker | Followup to darkpromenade: #02093287



Hm, perhaps installing this will fix it?

vcredist_x86

Sigh, dll issues are always fun.



 

offline darkpromenade from Australia on 2007-06-14 00:24 [#02093297]
Points: 2777 Status: Regular | Followup to jkd: #02093288



I'll give it a go


 

offline darkpromenade from Australia on 2007-06-14 00:37 [#02093299]
Points: 2777 Status: Regular



Now it works....... i'll have a play tomorrow


 

offline Taxidermist from Black Grass on 2007-06-14 03:22 [#02093335]
Points: 9958 Status: Lurker



This is a fun little game. I wish that I could do more than
just play tutorials.

Now my suggestion would be to figure out a way to minimize
the tutorial window. Its necessary that its there, but it
gets in the way.


 

offline jkd from Twitch City (Canada) on 2007-06-14 11:05 [#02093436]
Points: 1138 Status: Lurker | Followup to Taxidermist: #02093335



Hey, good suggestion. You can move it around, but maybe
minimizing it would be better.

You can play a versus battle against a friend or the CPU as
well. I didn't include all of the versus maps though, or
campaign mode, because I'm planning on selling the game and
don't want to give too much away.



 

offline Taxidermist from Black Grass on 2007-06-14 11:26 [#02093440]
Points: 9958 Status: Lurker



Yeah, there were a few times when I would be moving it from
one place to the other, and I couldn't find a good bit of
screen for it to occupy.


 

offline OK on 2007-06-14 13:23 [#02093471]
Points: 4791 Status: Lurker



it's cool, i like it. (but I suck)

i'd add some right click functionality, maybe to deselect
units. i found the hitting esc way kindof annoying. maybe
add a way to see more than one units's range. like you can
see the enemy unit attack range and at the same time view a
selected unit's move range. or even see the move range of
two of you own units.


 

offline ryu1024 on 2007-06-14 15:06 [#02093531]
Points: 3 Status: Regular



Normally not my kind of game, but it looks good I'll give it
a try


 

offline w M w from London (United Kingdom) on 2007-06-14 16:01 [#02093547]
Points: 21451 Status: Lurker | Followup to jkd: #02093436



What about my 12 comments? They should each get a seperate
reply of 50 words or more.


 

offline OK on 2007-06-14 16:47 [#02093565]
Points: 4791 Status: Lurker



the thing froze on me. i can't give you much detail, i was
finally beating the crap out of the computer then i moved a
tank near an enemy facory and dkdkdkdkdkdkdkdkdkdkdkdkkd


 

offline jkd from Twitch City (Canada) on 2007-06-14 16:55 [#02093571]
Points: 1138 Status: Lurker | Followup to w M w: #02093547



Trust me, I'm taking notes of everything you say!



 

offline OK on 2007-06-14 18:48 [#02093620]
Points: 4791 Status: Lurker



I love your game, I think i'm already addicted to it. But it
has already crashed on me twice, also, after playing awhile
it seems to hang, like it's sucking RAM or something, it
just starts getting slower and slower. I just got a runtime
exception error that shot down the game. also make a
windowed mode because if you alt tab it the sytem also kinda
hangs, and it's also best for multitasking.

i'm on vista btw, i'll see if the same thing happens in my
other machines.


 

offline w M w from London (United Kingdom) on 2007-06-14 20:12 [#02093649]
Points: 21451 Status: Lurker | Followup to jkd: #02093571



Here's some more SHIziT:

if you right click any unit it could give a list of which
units it's good/bad at attacking/defending against.

fighter/bomber looks similar. and enemy cruiser looks
similar to ally cruiser

I remember being annoyed sometimes in advance wars how
seeing a units attack range. It might be better to be a big
red circle, disregarding land and unit barriers. ex.
sometimes you click an enemy unit to see its attack and
think you're outside its range only to move a unit that
acted as a barrier, thus increasing what the enemies real
range is.

its sort of like rock paper scissors with the ships at
least. so the ai could simply build rocks if you have
scissors and paper if you have rocks, etc.

I think there might be a bug in fighter plane vs fighter
plane. One time they both started at 10 and attack/counter
attacks were exactly equal until it was 1 vs 1 then 0 vs 0
(both died). Another time my 7 fighter took off 13 of a 10
fighter while suffering 0 damage (his was on a building
defense too while mine was on the road).

command and conquer has smaller units so more chaotic stuff
can happen. thats real time though not turn based.

an easy way to make the ai harder is to have it cheat (like
that damn car in NES rc pro am that gets a spurt of
unpassable energy). It makes them more powerfully
asymmetrical to you. But this is really just compensating
for the player's advantage of a brain and difficulty
programming ai.

when a cruiser attacks a bomber the bomber didn't
counterattack (maybe intentional)


 

offline Taxidermist from Black Grass on 2007-06-15 01:36 [#02093730]
Points: 9958 Status: Lurker



A way of quick showing which units are within attacking
range in the next turn would be nice if you could add that
option to your units.

As well, a way to set difficulty (like varying hit points
for whichever team) or cheat so that you can feel vastly
overpowerfull when you want to just be a jerk to a computer.


 

offline OK on 2007-06-15 23:02 [#02094028]
Points: 4791 Status: Lurker



man the insane difficulty is really hard. lots of fun tho.
i'm trying just to use tanks as barriers and use ranged
units so i can avoid fighting because of the imbalance in
that difficulty


 

offline OK on 2007-06-15 23:54 [#02094030]
Points: 4791 Status: Lurker



oh yeah and in xp it has no problems. but in vista the game
gate sslower and slower the more you have the thing open.


 


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