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Ship Designer

#31
(10-01-2017, 09:23 PM)Karpav1 Wrote:
(10-01-2017, 07:41 PM)tdewitt274 Wrote: Hmm, this, should be wrapping depending upon the width of your screen.
Ex:
Code:
+----------+
|1   2   3 |
|4   5     |
+----------+

What browser and version are you using?  I've only really used Chrome for testing purposes at this point.

Sure: Firefox v. 55.0.3 (32-bit). I was in full screen on a 1920x1080, but it wants to just stack them vertically down the page only.
Hmm, I downloaded FF 64 bit v56.0 on Windows and it is working as expected.

(10-01-2017, 09:23 PM)Karpav1 Wrote: Yep, that's why I only suggested a 20% increment- just a bit more space to find some free pixels.
I'll look into increasing the size of the outside ranges, probably by reducing the main hex.

I was wondering how you were making your images for the Playtest. I haven't worked with Vassal before, so I did download it. I'll have to mess around with it when I get the chance.

I think I'll open another thread on the Combat Simulator. They both tie together as you need a ship to have combat, but the discussion is a bit more detailed and deserves its own area.

Again, thanks!

Todd
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#32
(09-08-2017, 11:18 PM)tdewitt274 Wrote: Well, don't count your chickens before they hatch!  I have a long way to go yet ;-)

Well, they look more like Gamma Brood than chickens from where I'm sitting, but by all means, please proceed with your madness...  Big Grin
SaveSave
"Pathetic earthlings. Hurling your bodies out into the void, without the slightest inkling of who or what is out here..."

- Ming the Merciless
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#33
So, just a update on where things stand.

Seems that my initial design is insufficient to allow for Warhound Damage Track quadrants, so I'm going to need to do some rewriting. The basics are there, so not all is lost. I made some adjustments to make things easier on myself, but I'll need to revamp some of my data tables to make more sense.

Since it sounds like there's some work being done on the Brood, I'll likely remove this from my design to focus on the core and then add them later. It shouldn't be an issue, but it's one less class that I need to compensate for while designing.

I'm also considering trying my hand at making the designer more "tablet friendly." I'm thinking this will allow for a much smoother design experience. The page will also be updated to allow for saving of ships. So, I will eventually be adding a login option where you can create a user account. This will be necessary anyway for the Combat Simulator to keep track of the ship actions.

As far as the Combat Simulator, I found that Chrome and Firefox don't play nice with SVG so I'll need to figure out which browser is "right" and go from there. I'll eventually work to modify the code so that it will work with multiple browsers (likely Chrome, Edge, Firefox, and Safari), but I'll need to find the Rosetta stone first and then work my way out.

In the mean time, all testing on both programs will be done on Chrome. This only affects layout on the Ship Designer, so no real issue and that's the primary focus as of now.

Thanks!

Todd
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#34
Just a thought, why not make a portal where the user selects the module (fighter/gunboat, warhound, station, satellite, brood) and then tailor the modules to work with the specific content. That way when you open the module for gunboat, you do not see escort or brood weapons, etc. Likewise, when you go to the warhound module, and select torpedoes, you quantity is restricted to quantities of ten.
Stogie
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#35
(10-22-2017, 07:01 PM)Stogie Wrote: Just a thought, why not make a portal where the user selects the module (fighter/gunboat, warhound, station, satellite, brood) and then tailor the modules to work with the specific content. That way when you open the module for gunboat, you do not see escort or brood weapons, etc. Likewise, when you go to the warhound module, and select torpedoes, you quantity is restricted to quantities of ten.

That's sort of the plan. I was trying to expand my JavaScript horizons and the setup was too complex. I'll likely be switching to a database like I should have at the start.
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#36
If you had an old XP machine there is a design system by Redshirt games that could be looked into?

Also there are the quirks and buffs that make ships more expensive or cheaper. Extra hit boxes or less etc.
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#37
(01-04-2018, 03:28 PM)Smurf Wrote: If you had an old XP machine there is a design system by Redshirt games that could be looked into?

Also there are the quirks and buffs that make ships more expensive or cheaper.  Extra hit boxes or less etc.

I do have an XP machine that I can try. Unfortunately, I've been in the middle of some job transitions. Hopefully I can get back to it this year.

Thanks!
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