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Qonquest 2 - A simple strategy game written in D
Jan 25, 2023
TheZipCreator
Jan 26, 2023
Hipreme
Jan 26, 2023
Adam D Ruppe
Jan 26, 2023
Adam D Ruppe
Jan 26, 2023
TheZipCreator
Jan 26, 2023
Dom Disc
Jan 26, 2023
TheZipCreator
Jan 26, 2023
TheZipCreator
Jan 26, 2023
Sergey
Jan 27, 2023
TheZipCreator
Jan 26, 2023
Doigt
Jan 26, 2023
Hipreme
January 25, 2023

I made a simple strategy game in D, as a sequel to another strategy game I made a while ago, but this time with graphics (the previous one was just in the terminal). I used arsd.simpledisplay for the graphics, although I mostly just used the provided OpenGL 2 functions.

For buttons that have numbers, left clicking numbers increases them, right clicking numbers decreases them, and holding shift does that 5 times. Besides that, the rest of the controls should be relatively intuitive.

You can download it from github or from itch

January 26, 2023

On Wednesday, 25 January 2023 at 23:38:36 UTC, TheZipCreator wrote:

>

I made a simple strategy game in D, as a sequel to another strategy game I made a while ago, but this time with graphics (the previous one was just in the terminal). I used arsd.simpledisplay for the graphics, although I mostly just used the provided OpenGL 2 functions.

For buttons that have numbers, left clicking numbers increases them, right clicking numbers decreases them, and holding shift does that 5 times. Besides that, the rest of the controls should be relatively intuitive.

You can download it from github or from itch

Saw that on github: "HOPEFULLY fixed a bug on windows where you wouldn't be able to deploy or move troops"

Seems like it didn't fix :(

The only button that works is the one that makes you lose.

So, for this game, at least on itch io:

  • Needs a screenshot
  • Never say "it should be relatively straightforward", if your game is not working as expected, it will make your players feel bad (didn't work here). Just do an objective list on how the input works

On the game:

  • The game does not like resizing the window ( I wasn't able to click anything after resizing and in my screen I can barely read it)
  • This genre really deserves at least a mini tutorial

WARNING:

  • Virus scanner activated on windows (but virus free thankfully), try checking if there is some way to not let that happen

Keep in mind that most people that is going to play your game is not a computer expert, and everyone I knew freak out in the idea of getting a virus, this is super important if you wish to distribute your game.

January 26, 2023

On Thursday, 26 January 2023 at 00:16:09 UTC, Hipreme wrote:

>

The only button that works is the one that makes you lose.

The function that dispatches click events to the in-game windows has a bug in its y coordinate.

Click about a title bar width below a button and it will trigger.

I suspect this is because the mode is set to automaticallyResizeIfPossible which emulates click positions but it works on my test programs. Perhaps due to the opengl viewport, possible it is my bug but I don't think so... at least not this one

It might also be my bug in not adding/subtracting the title bar from the requested size tho.

>
  • The game does not like resizing the window ( I wasn't able to click anything after resizing and in my screen I can barely read it)

On my computer it is truncated which isn't what is supposed to happen (automatically resize if possible should scale it). So there's something going on here and it might be my bug it is hard to tell.

January 26, 2023

It is my fault for resizing, i used width,height instead of width_,height_ so it used the pre-scaled things.

https://github.com/adamdruppe/arsd/commit/0019a7c6fb18453125b75aec465be7e5dce6f598

I think this also broke the mouse thing since it didn't adjust for the title bar indeed and then the view and click scaling didn't agree.

sorry yeah definitely my bad.... and I'm in the middle of a bunch of other changes and not really ready to tag a bug fix but if you wanted to pull the files into your source dir instead of using a dub dependency you can skip ahead without waiting for the tag.

Or I'll see what I can do to clean up my branch and cherry pick this fix later in the week...

January 26, 2023

On Thursday, 26 January 2023 at 00:16:09 UTC, Hipreme wrote:

>

On Wednesday, 25 January 2023 at 23:38:36 UTC, TheZipCreator wrote:

>

I made a simple strategy game in D, as a sequel to another strategy game I made a while ago, but this time with graphics (the previous one was just in the terminal). I used arsd.simpledisplay for the graphics, although I mostly just used the provided OpenGL 2 functions.

For buttons that have numbers, left clicking numbers increases them, right clicking numbers decreases them, and holding shift does that 5 times. Besides that, the rest of the controls should be relatively intuitive.

You can download it from github or from itch

Saw that on github: "HOPEFULLY fixed a bug on windows where you wouldn't be able to deploy or move troops"

Seems like it didn't fix :(

The only button that works is the one that makes you lose.

So, for this game, at least on itch io:

  • Needs a screenshot
  • Never say "it should be relatively straightforward", if your game is not working as expected, it will make your players feel bad (didn't work here). Just do an objective list on how the input works

On the game:

  • The game does not like resizing the window ( I wasn't able to click anything after resizing and in my screen I can barely read it)
  • This genre really deserves at least a mini tutorial

WARNING:

  • Virus scanner activated on windows (but virus free thankfully), try checking if there is some way to not let that happen

Keep in mind that most people that is going to play your game is not a computer expert, and everyone I knew freak out in the idea of getting a virus, this is super important if you wish to distribute your game.

yeah, I just had the virus scanner pop up with my windows tester. I'm not exactly sure how to prevent that from appearing (a quick search doesn't really yield any useful results, it's all about how you can mark things as 'not a virus' with windows defender on your personal pc, which is not what I'm looking for.), and it's harder to test considering I don't use windows anymore.

also at some point I'm thinking of making a "how to play" button. I probably should've done that before the announcement. (By the way, have you tried increasing the numbers next to the "move" and "deploy" counters before clicking the button? The game worked for my windows tester, sorry for the lack of any tutorial whatsoever)

January 26, 2023

On Thursday, 26 January 2023 at 00:49:03 UTC, Adam D Ruppe wrote:

>

It is my fault for resizing, i used width,height instead of width_,height_ so it used the pre-scaled things.

https://github.com/adamdruppe/arsd/commit/0019a7c6fb18453125b75aec465be7e5dce6f598

I think this also broke the mouse thing since it didn't adjust for the title bar indeed and then the view and click scaling didn't agree.

sorry yeah definitely my bad.... and I'm in the middle of a bunch of other changes and not really ready to tag a bug fix but if you wanted to pull the files into your source dir instead of using a dub dependency you can skip ahead without waiting for the tag.

Or I'll see what I can do to clean up my branch and cherry pick this fix later in the week...

I noticed the issue and I was going to just put the setting to disable resizing because of it but I entirely forgot to do that lol

January 26, 2023

On Thursday, 26 January 2023 at 00:16:09 UTC, Hipreme wrote:

>

WARNING:

  • Virus scanner activated on windows (but virus free thankfully), try checking if there is some way to not let that happen

Keep in mind that most people that is going to play your game is not a computer expert, and everyone I knew freak out in the idea of getting a virus, this is super important if you wish to distribute your game.

This is something that always frustrated me back when I was on windows. Sometimes avast or later avg would trigger on my own programs and there was no docs on the internet to make it not happen. It wasn't fun and it wasn't making things more secure, just make people panic blindly and not want to try my games hugh.

January 26, 2023

On Thursday, 26 January 2023 at 02:58:03 UTC, Doigt wrote:

>

On Thursday, 26 January 2023 at 00:16:09 UTC, Hipreme wrote:

>

WARNING:

  • Virus scanner activated on windows (but virus free thankfully), try checking if there is some way to not let that happen

Keep in mind that most people that is going to play your game is not a computer expert, and everyone I knew freak out in the idea of getting a virus, this is super important if you wish to distribute your game.

This is something that always frustrated me back when I was on windows. Sometimes avast or later avg would trigger on my own programs and there was no docs on the internet to make it not happen. It wasn't fun and it wasn't making things more secure, just make people panic blindly and not want to try my games hugh.

I saw some stack overflow issues on that too. I only found 2 things on internet and it was basically:

1- If you're using mingw compiler, they said to use mingw-w64 compiler instead and it would make your program probably not be detected.

2- Submit your binary to those antivirus softwares for them mark your software as a false positive[1]

Those were the 2 things I was able to find. The other thing that rings me a bell that could solve that is "Code Signing" for your software being identified as yours, probably there's some kind of scans involved into doing that for checking if your thing is virus free.

[1] https://www.microsoft.com/en-us/wdsi/filesubmission

January 26, 2023

On Thursday, 26 January 2023 at 00:49:03 UTC, Adam D Ruppe wrote:

>

It is my fault for resizing, i used width,height instead of width_,height_ so it used the pre-scaled things.
[...]
Or I'll see what I can do to clean up my branch and cherry pick this fix later in the week...

There is nothing better to test a library than an application that's using it.

January 26, 2023

On Thursday, 26 January 2023 at 01:29:09 UTC, TheZipCreator wrote:

>

also at some point I'm thinking of making a "how to play" button. I probably should've done that before the announcement. (By the way, have you tried increasing the numbers next to the "move" and "deploy" counters before clicking the button? The game worked for my windows tester, sorry for the lack of any tutorial whatsoever)

The newest version (2.2.0) now has a How to Play button! Hopefully the game will be easier to figure out now

link

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