View previous topic :: View next topic |
Author |
Message |
N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
|
|
Back to top |
|
|
galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
|
Posted: Mon Jan 27, 2014 5:53 pm Post subject: |
|
|
Well multi is the highlight anyway. _________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
|
Back to top |
|
|
N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
|
Posted: Thu Jan 30, 2014 3:23 pm Post subject: |
|
|
Galm, the review didn't mention iOS mutliplayer except that it's in beta. _________________ Warfare Incorporated Development |
|
Back to top |
|
|
galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
|
Posted: Wed Feb 05, 2014 8:50 pm Post subject: |
|
|
Ik i meant thats why the review was not great. _________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
|
Back to top |
|
|
N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
|
Posted: Thu Feb 06, 2014 6:26 am Post subject: |
|
|
I like the fact it didn't say much about multiplayer. It allows us to step back a little and focus on the game how it was originally made (singleplayer). _________________ Warfare Incorporated Development |
|
Back to top |
|
|
trineroks Chief Administrator
Joined: 16 Oct 2009 Posts: 1770 Location: Southern Cali (UCLA)
|
Posted: Thu Feb 06, 2014 2:19 pm Post subject: |
|
|
"Galaxmite" "Robots"
"You have to build a power generator if you want to win the game"
"I want to rotate my camera" (on a top down 2D RTS?)
I really tried to take this review seriously, but it just seems like this guy logged a total of ~10 minutes in the game and decided to write a full review of it. _________________ It's the essence of combat; kill, or be killed.
---------------------------------
|
|
Back to top |
|
|
N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
|
Posted: Thu Feb 06, 2014 2:24 pm Post subject: |
|
|
True. _________________ Warfare Incorporated Development |
|
Back to top |
|
|
galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
|
Posted: Sat Feb 08, 2014 5:48 pm Post subject: |
|
|
Haha well thats probably what happened. _________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
|
Back to top |
|
|
N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
|
Posted: Tue Feb 18, 2014 4:34 pm Post subject: |
|
|
trineroks wrote: | "I want to rotate my camera" (on a top down 2D RTS?) | Actually it's isometric. It might make the game feel more 3Dish if we could rotate the camera (maybe just the standard 4 angles). _________________ Warfare Incorporated Development |
|
Back to top |
|
|
galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
|
Posted: Wed Feb 26, 2014 2:43 pm Post subject: |
|
|
There are times when it would be helpful. _________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
|
Back to top |
|
|
N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
|
Posted: Sat Mar 15, 2014 2:12 pm Post subject: |
|
|
Yeah, you could see those units hiding behind trees xD. _________________ Warfare Incorporated Development |
|
Back to top |
|
|
galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
|
Posted: Tue Mar 18, 2014 3:24 pm Post subject: |
|
|
But thats half the fun! _________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
|
Back to top |
|
|
N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
|
Posted: Tue Mar 18, 2014 3:30 pm Post subject: |
|
|
Hiding units behind trees ins't effective at all since there's a dot in the minimap. _________________ Warfare Incorporated Development |
|
Back to top |
|
|
galm ForeRunner
Joined: 18 Oct 2009 Posts: 2382 Location: New York
|
Posted: Mon Mar 24, 2014 3:59 pm Post subject: |
|
|
That would be interesting if there was a material that blocked the minimap. _________________ "All held the finite and infinite as unrelated. None could foresee that the history of the two would become one." |
|
Back to top |
|
|
N104 Administrator
Joined: 24 May 2012 Posts: 1382 Location: Pennsylvania
|
Posted: Mon Mar 24, 2014 4:17 pm Post subject: |
|
|
Or maybe a map trigger.
For example:
Sides: Side 1, Side 2, Side 3, Side 4
Conditions: Mission Loaded
Actions: Mini map hide any unit of all sides in area secret cave.
Description: Use this trigger to make selected units of selected sides not be visible in the mini map when in the selected area.
The words in italics would be variables that the map creator could modify.
Currently, there is some type of bug that causes spawn mobile units not to show up in the mini map until they are selected or moved. _________________ Warfare Incorporated Development |
|
Back to top |
|
|
|