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DiM
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Post by DiM »

yeti_c wrote:
mibi wrote:now thats thinking outside the proverbial box, well done.


Word.

C.


thanks guys. :D

then i guess i'll wait for oaktown's visit again.
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Post by gimil »

Do you have an image with starting neutrals and starting position numbers? This will make oaktowns job easier when he arrives :)
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Post by DiM »

here it is:

all starting armies are marked on the map.
the starting positions for each player are marked with the same colour.
ofcourse the shop and home marked with red army might end up at the cyan player because it's random but the idea is that the shop and house with red army will always belong to 1 player.

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Post by gimil »

Blue house and yellow factory are way to close and easily make a 1st turn advantage for blue house with decent dice.
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Post by DiM »

true. i don't know how i missed that. will rearange.
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Post by gimil »

Also cyan/teal colored house and shops are almost invisable to me. If I wasn't looknig for them I wouldnt of known they where there. A nice black stroke or a darker glow may help this but im not really sure.

Another worrying thought is that because your using a strong blue background some colors may appear similar in gameplay e.g. blue and green armie colours could appear similar.
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Post by Herakilla »

tsk tsk dim, you need to get on the ball!
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Post by gimil »

Herakilla wrote:tsk tsk dim, you need to get on the ball!


He is such a disapointment these days . . .
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Post by Herakilla »

gimil wrote:
Herakilla wrote:tsk tsk dim, you need to get on the ball!


He is such a disapointment these days . . .


:(
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Post by DiM »

V10

tweaked the gameplay and changed some borders. now the enemies are right in next to you in a very weird situation.

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Post by yeti_c »

gimil wrote:Also cyan/teal colored house and shops are almost invisable to me. If I wasn't looknig for them I wouldnt of known they where there. A nice black stroke or a darker glow may help this but im not really sure.

Another worrying thought is that because your using a strong blue background some colors may appear similar in gameplay e.g. blue and green armie colours could appear similar.


CYAN CYAN CYAN - It's not Teal!!!

But yes I agree...

C.
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Post by DiM »

yeti_c wrote:
gimil wrote:Also cyan/teal colored house and shops are almost invisable to me. If I wasn't looknig for them I wouldnt of known they where there. A nice black stroke or a darker glow may help this but im not really sure.

Another worrying thought is that because your using a strong blue background some colors may appear similar in gameplay e.g. blue and green armie colours could appear similar.


CYAN CYAN CYAN - It's not Teal!!!

But yes I agree...

C.


will see. problem is that if i add a stroke to those. i have to add to the others. i'll see about it. i'll also toy with the background to see if i can do something.
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Post by DiM »

v11

after trying glows and strokes and stuff like that on icons i found nothing that looked good. so i started tweaking the background but by making it lighter and lighter i totally strayed from the blueprint feeling so now i give you the whiteprint (cairns and yeti please shut up)


if anybody still has issues seeing icons or text then i'll officially tell you you're blind as a bat.
edit// i forgot the sig opacity at 100% i will tone it down in the next update.
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Post by I GOT SERVED »

You have a 4-way border between p7, p8, p9 and p10. Not sure if this was intended or not.

If it was, then ignore the above message.

Also, I like this map, and I love the progress it's made. Keep up the excellent work!
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Post by DiM »

I GOT SERVED wrote:You have a 4-way border between p7, p8, p9 and p10. Not sure if this was intended or not.

If it was, then ignore the above message.

Also, I like this map, and I love the progress it's made. Keep up the excellent work!


i guess i'll have to add somewhere that there are no diagonal attacks
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Post by FreeMan10 »

DiM wrote:i guess i'll have to add somewhere that there are no diagonal attacks

There's a 4-way at G2 G3 G5 G6, also. Just in case you were going to specify the one junction in the message.
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Post by DiM »

FreeMan10 wrote:
DiM wrote:i guess i'll have to add somewhere that there are no diagonal attacks

There's a 4-way at G2 G3 G5 G6, also. Just in case you were going to specify the one junction in the message.


yep i know thanks. i will probably insert a general message.
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Post by DiM »

so, any other comments? other than the diagonal attacks which will be solved in the next update?
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Post by fireedud »

I don't like the shadows of the paper in the whiteprint.
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Post by DiM »

fireedud wrote:I don't like the shadows of the paper in the whiteprint.


what shadows? i have a lot of different shadows on the map. tell me which ones and what exactly you don't like about them and i'll see what i can do.

btw those are the same shadows as the blueprint. so normally there shouldn't be anything wrong with them :?
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Post by fireedud »

DiM wrote:
fireedud wrote:I don't like the shadows of the paper in the whiteprint.


what shadows? i have a lot of different shadows on the map. tell me which ones and what exactly you don't like about them and i'll see what i can do.

btw those are the same shadows as the blueprint. so normally there shouldn't be anything wrong with them :?


the shadows of the paper itself, where the creases are. It just sticks out on the white paper, but not the blue paper.
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Post by Herakilla »

fireedud wrote:
DiM wrote:
fireedud wrote:I don't like the shadows of the paper in the whiteprint.


what shadows? i have a lot of different shadows on the map. tell me which ones and what exactly you don't like about them and i'll see what i can do.

btw those are the same shadows as the blueprint. so normally there shouldn't be anything wrong with them :?


the shadows of the paper itself, where the creases are. It just sticks out on the white paper, but not the blue paper.


i think it sticks out more on the blue because there it looks more like a random line
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DiM
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Post by DiM »

fireedud says they stick out on white herakilla says they stick out on blue. i say they stick out the same. as they should.
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Post by whitestazn88 »

i dont like the white print. go back to the blueprint
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Post by volfan »

This might also be used as a game setting. You can choose at the start a game menu wether or not to multiply the armies.
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