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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on Today at 12:10:02 PM »
Map Editor

Marching ants prototype.
This is a proof of concept animating dashes around a polygon.
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on Today at 09:23:47 AM »
Scenario Editor

Added Scaling of Pieces and Retreat Points.
There's a new slider in the preferences menu which you can drag. It goes from 20px to 80px, the default size is 35px. A px is a "device independent unit" and in theory 1/96 of an inch. Windows user settings alter that though.

The combination of Window resizing and Piece scaling should mean the game is usable on most sensible set ups.
At the risk of stating the obvious, there is only so much you can do on this.
Scaling units can make them bigger and they could then in theory overlap each other.
Bad things are likely to happen if you played a game like that.
In the below picture, I first reduced the size of the window down so it's pretty small.
That scales everything on the board down, which makes pieces tiny.
I then maxxed out the piece scaling.
The screen shot is just to kind of give you the idea, it's resized to 60% of size in case anyone cares about bandwidth.


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General Staff Support Forum / Re: On screen resolution
« Last post by Andy ONeill on Today at 09:09:55 AM »
Cool.
I appreciate a lot of it will be very difficult to follow since it's about code you can't see on an app you can't really see. Yet.
But it's quicker for me to write that way.
At least Ezra ought to be able to follow it.
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General Staff Support Forum / Re: On screen resolution
« Last post by Adraeth on Today at 07:45:50 AM »
Just a really quick note to say that i am following the changelog thread and i like it  :bd:
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on Today at 04:07:28 AM »
Scenario Editor

Added user notification mechanism.
Textblock in menu bar shows a new message which then fades out.
Neatened up the "busy bee" which is used to show a long process is busy - during pathing calculations at moment. Now yellow with fine black outline rather than red.
Moved map scale and size to help menu

Added user messages explaining why drop location of piece is invalid.
Refactored some code around pathing.
Fixed pathing error when you drag HQ which is off board.
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on Yesterday at 01:32:55 PM »
Scenario Editor

Minor refactor on piece dragging to reduce overhead.
Narrowed the scope of the piece dragging routed event handlers.

Refactored a load of mapping orientated code out of the mainwindow code behind into modellib.map.
Needs to be re-used in the game exe. Eventually.

Refactored out a number of public variables from mainwindow.
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on Yesterday at 08:13:35 AM »
Scenario Editor

I've added scaling of the map board.
There's probably more to do, but it seems stable at the moment.
Anyhow, as you drag the corner or edges of the screen the map "board" will scale to fit.
It retains it's proportions.
In the below, I've dragged the size of the window down, reducing height proportionally more than the width.
This means you'll get a gap either side of the board if you're not careful but gives you total flexibility.




I've also (since taking that screen shot) horizontally centered the elevation and terrain textblocks.
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on Yesterday at 03:16:28 AM »
Scenario Editor

Bug fix:
If you dragged a piece that was already on the board, it was being added to the PiecesOnBoard collection again.
Anything in there is templated into a piece meaning there were actually 2 pieces where you'd expect one. As they were all stacked on top of one another it looked just like one. But odd things happened.

Dragging a unit already on board seemed a bit sticky to start off with.
This was due to only starting drag when the user moved over 2 so many pixels at a time.
A piece is relatively small though and the tendency is to start slow. Too slow.
Removing the minimum move check fixed the problem and doesn't seem oversensitive if you just click.
Laptop mouse pads might be an issue but designing a scenario without a mouse doesn't seem very practical anyhow.
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on February 18, 2018, 12:03:41 PM »
Scenario Editor

Added bad terrain and collision detection for unit locations.
When you stop dragging, it checks what terrain applies and whether that unit type is allowed in that terrain.
It also checks whether another unit is overlapping.
And whether the unit is entirely on the board.
If any of these fail then the border is set to red.
If you don't move it within 4 seconds the unit is removed from the board.
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General Staff Support Forum / Re: Changelog
« Last post by Andy ONeill on February 18, 2018, 03:58:46 AM »
Scenario Editor

Minor refactor:
Both retreat point and pieces now use their center X and Y for positioning and the same contentpresenter style.
This simplifies/improves some of the code used for positioning and pathing.
Also another minor step towards allowing the user to dynamically scale them.
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