January 05, 2016
On Monday, 4 January 2016 at 02:34:37 UTC, rcorre wrote:
> On Sunday, 3 January 2016 at 19:53:25 UTC, Ivan Kazmenko wrote:
>>
>> "If, at the end of a round, you have no territory, you are defeated."
>>
>> I'm almost sure this is currently not true for the last round: the "completed" message showed up for me instead of "defeated".
>
> Huh, I couldn't repro that. Maybe you had some territory you didn't notice?
> Right now even having a single tile enclosed counts -- which actually may be too lenient.
>
> Its also possible there's a bug in the detection of enclosed areas.

Hmm, I get it now.  I have a piece of territory but no reactor.

http://acm.math.spbu.ru/~gassa/temp/damage-control-01.png
http://acm.math.spbu.ru/~gassa/temp/damage-control-02.png

Strange requirement anyway :) .
January 05, 2016
Nice game!

On Monday, 4 January 2016 at 02:34:37 UTC, rcorre wrote:
> Right now even having a single tile enclosed counts -- which actually may be too lenient.

Not at all, sometimes it's the only way to win, it often depends on generosity of the embedded Tetris. 6 missiles is not that much, and if your tetris-fu is not enough to join an another base, you're pretty much screwed on the next round, unless you quickly enclose a small area during rebuild. Cursor speed is pretty low, so you can't react quickly and in the 3rd round your base always looks like Swiss cheese.

Also, it would be really nice to use Enter for confirmation and Escape for going back by default, since these are standard. I cannot reassign the "cancel" action, because app crashes if I press Escape.

Found some minor issues:
- On Windows, it shows a console window on launch. It may be useful for debugging, but since game doesn't output anything, it's useless and should be shown only in debug builds anyway
- On the title screen, it says "v0.0 (alpha)", but I'm actually using v0.2
- A typo: Options -> Shake: "Taseteful"

Anyway, I played the game for an hour and enjoyed it. It needs some tuning and some kind of an introductory tutorial mode, but it's playable and fun. Also, kudos for composing music in LMMS :)
January 06, 2016
On Tuesday, 5 January 2016 at 17:41:41 UTC, burjui wrote:
> Cursor speed is pretty low, so you can't react quickly and in the 3rd round your base always looks like Swiss cheese.

You can hold the turbo key (shift by default) to move it faster. Again, something I should probably explain in-game :)

> Also, it would be really nice to use Enter for confirmation and Escape for going back by default, since these are standard. I cannot reassign the "cancel" action, because app crashes if I press Escape.

Maybe its just being a vim user, but j/k seemed more comfortable to me :)
The escape crash should be fixed (though I haven't cut another release yet).

> Found some minor issues:
> - On Windows, it shows a console window on launch. It may be useful for debugging, but since game doesn't output anything, it's useless and should be shown only in debug builds anyway

I'll have to look into that. If you're saying D does that by default for debug builds -- the alpha release _is_ a debug build

> - On the title screen, it says "v0.0 (alpha)", but I'm actually using v0.2
> - A typo: Options -> Shake: "Taseteful"

Fixed and fixed. Thanks!

> Anyway, I played the game for an hour and enjoyed it. It needs some tuning and some kind of an introductory tutorial mode, but it's playable and fun. Also, kudos for composing music in LMMS :)

Thanks! LMMS is a great tool. I actually contributed a little to it, but I've gotten too spoiled by D to write much C++.

January 11, 2016
On Wednesday, 6 January 2016 at 02:39:08 UTC, rcorre wrote:
> I'll have to look into that. If you're saying D does that by default for debug builds -- the alpha release _is_ a debug build
Sorry, it was a bit unclear. I meant that:
- A console window is only meaningful in debug builds, so it should be disabled in release builds.
- Debug binaries should not be published, as they are meant for development only. They execute contracts, unittests and code in "debug" statements, which slow down the app and are useless for an end-user.

DMD makes a console application by default, no matter what build profile is used.
Here's a relevant thread:
http://www.digitalmars.com/d/archives/digitalmars/D/learn/Hide_console_of_gui_program_coded_by_gtkD_41799.html

It's suggested there to use "-L/SUBSYSTEM:WINDOWS" switch in DMD command line when linking under Windows.
1 2
Next ›   Last »