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jkd
from Twitch City (Canada) on 2007-06-13 12:53 [#02093129]
Points: 1138 Status: Lurker
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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.
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marlowe
from Antarctica on 2007-06-13 12:58 [#02093133]
Points: 24588 Status: Lurker
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Cool, I always wanted to make a game - good on ya.
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oscillik
from the fires of orc on 2007-06-13 13:04 [#02093137]
Points: 7746 Status: Regular | Followup to jkd: #02093129
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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
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jkd
from Twitch City (Canada) on 2007-06-13 13:12 [#02093139]
Points: 1138 Status: Lurker | Followup to oscillik: #02093137
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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!
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oscillik
from the fires of orc on 2007-06-13 13:16 [#02093140]
Points: 7746 Status: Regular | Followup to jkd: #02093139
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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? ;)
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Taxidermist
from Black Grass on 2007-06-13 13:36 [#02093143]
Points: 9958 Status: Lurker | Followup to oscillik: #02093140
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What sampler are you looking at getting?
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swears
from junk sleep on 2007-06-13 13:37 [#02093144]
Points: 6474 Status: Lurker
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http://www.youtube.com/watch?v=yE85B85Wov8
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oscillik
from the fires of orc on 2007-06-13 16:52 [#02093212]
Points: 7746 Status: Regular | Followup to Taxidermist: #02093143
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hi mate, so as not to hijack jkd's thread (and be a hypocrite) i have raised a new thread for your perusal
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w M w
from London (United Kingdom) on 2007-06-13 18:26 [#02093234]
Points: 21451 Status: Lurker
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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.
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w M w
from London (United Kingdom) on 2007-06-13 18:31 [#02093237]
Points: 21451 Status: Lurker
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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
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w M w
from London (United Kingdom) on 2007-06-13 18:50 [#02093241]
Points: 21451 Status: Lurker
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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.
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oxygenfad
from www.oxygenfad.com (Canada) on 2007-06-13 19:19 [#02093247]
Points: 4442 Status: Regular
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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
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oxygenfad
from www.oxygenfad.com (Canada) on 2007-06-13 19:20 [#02093248]
Points: 4442 Status: Regular
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Maybe SPACE BAR ?
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w M w
from London (United Kingdom) on 2007-06-13 19:28 [#02093250]
Points: 21451 Status: Lurker
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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.
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w M w
from London (United Kingdom) on 2007-06-13 19:30 [#02093251]
Points: 21451 Status: Lurker
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*upper right base I mean
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w M w
from London (United Kingdom) on 2007-06-13 19:58 [#02093256]
Points: 21451 Status: Lurker
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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))
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w M w
from London (United Kingdom) on 2007-06-13 20:05 [#02093259]
Points: 21451 Status: Lurker
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in advance wars I always turn off the battle scenes since they take so long.
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w M w
from London (United Kingdom) on 2007-06-13 20:25 [#02093265]
Points: 21451 Status: Lurker
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and of course exploding units or something when they die which you probably intended anyway.
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w M w
from London (United Kingdom) on 2007-06-13 20:29 [#02093267]
Points: 21451 Status: Lurker
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I finally won the 1st on the 23rd turn, not exactly efficient.
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w M w
from London (United Kingdom) on 2007-06-13 20:34 [#02093270]
Points: 21451 Status: Lurker
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Ha ha, the mountains look like couches. Everyone knows mountains are brown triangles, pff.
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w M w
from London (United Kingdom) on 2007-06-13 20:50 [#02093272]
Points: 21451 Status: Lurker
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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.
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w M w
from London (United Kingdom) on 2007-06-13 21:48 [#02093281]
Points: 21451 Status: Lurker
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tanks don't heal on factories? (infantry do)
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darkpromenade
from Australia on 2007-06-13 22:52 [#02093285]
Points: 2777 Status: Regular
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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
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jkd
from Twitch City (Canada) on 2007-06-13 23:07 [#02093286]
Points: 1138 Status: Lurker | Followup to darkpromenade: #02093285
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Thanks for the report. What version of windows are you running? What service packs do you have installed?
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darkpromenade
from Australia on 2007-06-13 23:11 [#02093287]
Points: 2777 Status: Regular
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Windows XP Pro
Service Pack 2
Intel Pentium 4 3.0GHz, 1 Gig Ram
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jkd
from Twitch City (Canada) on 2007-06-13 23:16 [#02093288]
Points: 1138 Status: Lurker | Followup to darkpromenade: #02093287
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Hm, perhaps installing this will fix it?
vcredist_x86
Sigh, dll issues are always fun.
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darkpromenade
from Australia on 2007-06-14 00:24 [#02093297]
Points: 2777 Status: Regular | Followup to jkd: #02093288
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I'll give it a go
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darkpromenade
from Australia on 2007-06-14 00:37 [#02093299]
Points: 2777 Status: Regular
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Now it works....... i'll have a play tomorrow
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Taxidermist
from Black Grass on 2007-06-14 03:22 [#02093335]
Points: 9958 Status: Lurker
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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.
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jkd
from Twitch City (Canada) on 2007-06-14 11:05 [#02093436]
Points: 1138 Status: Lurker | Followup to Taxidermist: #02093335
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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.
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Taxidermist
from Black Grass on 2007-06-14 11:26 [#02093440]
Points: 9958 Status: Lurker
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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.
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OK
on 2007-06-14 13:23 [#02093471]
Points: 4791 Status: Lurker
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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.
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ryu1024
on 2007-06-14 15:06 [#02093531]
Points: 3 Status: Regular
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Normally not my kind of game, but it looks good I'll give it a try
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w M w
from London (United Kingdom) on 2007-06-14 16:01 [#02093547]
Points: 21451 Status: Lurker | Followup to jkd: #02093436
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What about my 12 comments? They should each get a seperate reply of 50 words or more.
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OK
on 2007-06-14 16:47 [#02093565]
Points: 4791 Status: Lurker
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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
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jkd
from Twitch City (Canada) on 2007-06-14 16:55 [#02093571]
Points: 1138 Status: Lurker | Followup to w M w: #02093547
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Trust me, I'm taking notes of everything you say!
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OK
on 2007-06-14 18:48 [#02093620]
Points: 4791 Status: Lurker
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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.
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w M w
from London (United Kingdom) on 2007-06-14 20:12 [#02093649]
Points: 21451 Status: Lurker | Followup to jkd: #02093571
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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)
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Taxidermist
from Black Grass on 2007-06-15 01:36 [#02093730]
Points: 9958 Status: Lurker
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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.
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OK
on 2007-06-15 23:02 [#02094028]
Points: 4791 Status: Lurker
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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
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OK
on 2007-06-15 23:54 [#02094030]
Points: 4791 Status: Lurker
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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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