version 1.008 PUBLISHED to GooglePlay "COOLguy Release"
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Re: version 1.008
1. new UNDO button - a little slow but as a first version a "5 level undo" option.
2. draftlist refresh bug is fixed (when u create map u dont see until u quit-reopen list)
up on server
i am open to suggestion to buttons order, because it is a little messy
2. draftlist refresh bug is fixed (when u create map u dont see until u quit-reopen list)
up on server
i am open to suggestion to buttons order, because it is a little messy
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Re: version 1.008
a faster UNDO.
up on server in 5 minutes.
up on server in 5 minutes.
Re: version 1.008
Very cool.
I think the button order is good. I would suggest moving the undo button into the top right corner (where the end turn used to be) and the scroll lock where the chat button used to be.
I think the button order is good. I would suggest moving the undo button into the top right corner (where the end turn used to be) and the scroll lock where the chat button used to be.
Thanks!
Josh
Josh
- The Pendulum
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Re: version 1.008
For the eraser, could we have that also erase units like infantry, barracks', and walls, etc? I've had many instances where i simply cannot get rid of unwanted walls and especially castles.
Re: version 1.008
To erase units: select the unit and hit the X button (the same delete button), but you are right that there might be an easier way to erase units.
Thanks!
Josh
Josh
Re: version 1.008
COOLguy wrote:Maybe the icon for tile/list can change when in "tile" mode (like Windows Explorer on Windows operating system).
When you get a chance (which might not be right away - I know how busy you are with all the new stuff... I'm "helping" on some of it ) would you send me the image? I have an idea that would be easy to edit from the current image.Daniel (the dev) wrote:icon change: ok, will come, any suggestions for icon?
Thanks!
Josh
Josh
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Re: version 1.008
Are you referring to the on device editor? How do i select units?! Lol i had no idea i could do that.COOLguy wrote:To erase units: select the unit and hit the X button (the same delete button), but you are right that there might be an easier way to erase units.
Re: version 1.008
Yes on the on-device editor - tap on them. (when you are not putting down any tiles)
Thanks!
Josh
Josh
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Re: version 1.008
new: the FIRST builtin RANDOM MAP made with on-device editor, that can be used in multiplayer too (only with v1.0008 or above) - Circle of hell!
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Re: version 1.008
update:
- mapeditor:
-- non-walkable decorations under: obst
-- walkable decorations under: decoration
- mapeditor: new erase_unit button (old delete option is removed)
- in unitlist the gridview/listview button icon changes
up on server in 10
- mapeditor:
-- non-walkable decorations under: obst
-- walkable decorations under: decoration
- mapeditor: new erase_unit button (old delete option is removed)
- in unitlist the gridview/listview button icon changes
up on server in 10
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Re: version 1.008
update:
- desert is autotiled too! thanks to coolguy!
- desert is autotiled too! thanks to coolguy!
Re: version 1.008
Yust wow.
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Re: version 1.008
update: you can give intro html (or simple text) under the map setup button.
up on server in 5
up on server in 5
- The Pendulum
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Re: version 1.008
A suggestion that may help with maps created using the in game editor: forgive me if I'm way off base here but, all the tils and units and what not are loaded upon creating a new draft for a new map, right? What if, after activating the draft binto own maps, or into random maps, if all tiles and non buildable units that weren't used in said map were "unloaded"?
For example: a draft is opened in the editor with everything loaded; only green tiles and wood tiles are used; draft is saved and activated; upon activation, all water tiles, hills, snow, desert, etc, are unloaded (since they're not being used). Does this help any (with the frame rate being choppy)?
For example: a draft is opened in the editor with everything loaded; only green tiles and wood tiles are used; draft is saved and activated; upon activation, all water tiles, hills, snow, desert, etc, are unloaded (since they're not being used). Does this help any (with the frame rate being choppy)?
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Re: version 1.008
maybe, i had no time to check into the matter yet.
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Re: version 1.008
new:
- new picker button (to pick tile type unit+terrain from the map)
- on mapedit start a neutral terrain object unit is selected by default.
- also fixed some bugs (eg. pressing undo to zero undo possiblity)
up on server in 5
- new picker button (to pick tile type unit+terrain from the map)
- on mapedit start a neutral terrain object unit is selected by default.
- also fixed some bugs (eg. pressing undo to zero undo possiblity)
up on server in 5
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Re: version 1.008
i digged myself into the speeup part and now i know what changes are needed.
- bad news that it will be more-more time to make it very fast (1-3 days...)
- good news is that i had a "quick" workaround, and made the on-device-made maps more faster. (i messed many with the FOG feature on the new rendering so that may be buggy too)
bad news 2: anything regarding rendering an on-device created map can be buggy now.
bad news3: when you are in the on-device editor and you put down many sprites (tiles) than it will get very slow on bigger maps - but if you quit the map and reopen it it will be fast again (with your changes)... dont ask.. this is now a hybrid solution - only the played games will be fast now - not the mapediting.
up on server in 10 minutes.
- bad news that it will be more-more time to make it very fast (1-3 days...)
- good news is that i had a "quick" workaround, and made the on-device-made maps more faster. (i messed many with the FOG feature on the new rendering so that may be buggy too)
bad news 2: anything regarding rendering an on-device created map can be buggy now.
bad news3: when you are in the on-device editor and you put down many sprites (tiles) than it will get very slow on bigger maps - but if you quit the map and reopen it it will be fast again (with your changes)... dont ask.. this is now a hybrid solution - only the played games will be fast now - not the mapediting.
up on server in 10 minutes.
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Re: version 1.008
And some more fixes on mapeditor.
up on server in 5 minutes.
up on server in 5 minutes.
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Re: version 1.008
Mapeditor: Deep water and a desert road autotiled! thanks to coolguy! (and some other fixes)
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Re: version 1.008
Been having an issue with in game editor, not sure if anyones aware, but my obstacles and rocks all disappear after quitting the editor (even after saving) and only reappear after pressing the undo button.
They also don't make it into the activated version Of the map either.
They also don't make it into the activated version Of the map either.
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Re: version 1.008
thanks! i am fixing it!
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Re: version 1.008
fixes on the desertroad and seepwater autotileing - thanks to coolguy!
up on server in 5.
up on server in 5.
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Re: version 1.008
- deepwater autotile bugfixes, thanks to CoolGuy!
- new RANDOM map made by mapeditor: river pass - thanks to Chris!
- new FAN map made by mapeditor: Desert pirates thanks to CoolGuy!
please test/play these maps so see if they have any flaws - thanks!
up on server in 5 minutes.
- new RANDOM map made by mapeditor: river pass - thanks to Chris!
- new FAN map made by mapeditor: Desert pirates thanks to CoolGuy!
please test/play these maps so see if they have any flaws - thanks!
up on server in 5 minutes.
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Re: version 1.008
thanks it is fixed ! up on server in 10 minutes.The Pendulum wrote:Been having an issue with in game editor, not sure if anyones aware, but my obstacles and rocks all disappear after quitting the editor (even after saving) and only reappear after pressing the undo button.
They also don't make it into the activated version Of the map either.
Re: version 1.008
Hooray!Daniel (the dev) wrote:thanks it is fixed ! up on server in 10 minutes.The Pendulum wrote:Been having an issue with in game editor, not sure if anyones aware, but my obstacles and rocks all disappear after quitting the editor (even after saving) and only reappear after pressing the undo button.
They also don't make it into the activated version Of the map either.
Thanks!
Josh
Josh
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Re: version 1.008
this one is fixed, please test it and give feedback.
thanks.
viewtopic.php?f=11&t=1901&p=13559#p13559
thanks.
viewtopic.php?f=11&t=1901&p=13559#p13559
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Re: version 1.008
update: autotiling for mountains (on grass and on wood)
up there in 5
up there in 5
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Re: version 1.008
FOG and Explored maps created with mapedtor were awfully FOGged.
so some fixes are in.
up in 5
so some fixes are in.
up in 5
Re: version 1.008
I noticed that the decorations are visible on top of the fog. Is that now fixed?Daniel (the dev) wrote:FOG and Explored maps created with mapedtor were awfully FOGged.
so some fixes are in.
up in 5
Thanks!
Josh
Josh