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Re: [Help-liquidwar6] Liquid War 0.0.11beta released
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From: |
Christian Mauduit |
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Subject: |
Re: [Help-liquidwar6] Liquid War 0.0.11beta released |
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Date: |
Wed, 2 Nov 2011 17:07:21 +0100 |
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User-agent: |
SquirrelMail/1.4.21 |
> 2011/10/30 Christian Mauduit <address@hidden>:
>>> When I tried ./configure, it told me this:
>>>
>>> Configure: error: *** Liquid War 6 needs GNU MP (http://gmplib.org)
[...]
> ... and now it works! :-)
Are you really saying you're able to download a tarball from
http://ufoot.org/liquidwar/v6/snapshots/ then compile & run it? If so, that's
great.
> Perhaps! I have to think this over. I mostly steer my fighters my
> moving my cursor slowly, and it might also be a problem to encircle an
> enemy at an area smaller than your finger.
Zoom is your ally here. I suspect I need to offer "big square buttons" for
zoom in and zoom out. Same thing for primary fire and alternate weapon. All in
all that's 4 actions, which isn't that many buttons (only 4). I think we could
put that right in the center/bottom part of the screen, between the log
(bottom-left corner) and the team info (bottom-right corner).
> I don't know!
>
> Android could really need some (truly) free and ambitious games. A lot
> of the 'free' software for Android are stuff like buttons which makes
> farting sounds when you click it, with banner ads all over to support
> the development. The LW gameplay would fit perfectly with touch input.
> So would its graphic style and GUI. If LW6 got ported to Android, it
> could potentially have a lot of players ready once multiplayer comes
> out.
>
> But AFAIK, it's a big issue that there's so many different android
> devices that the software has to fit into.
>
> And multiplayer is *really* important ... If I didn't have a
> Android-phone, I would most likely vote for multiplayer, something you
> already has invested some time in.
OK, so let's say Androïd port is the next big thing after network is complete.
That's to say -> we get a network mode that is somewhat playable, then rapidly
switch to Androïd port before fine-tuning network. Does this make sense?
BTW, I'll have some remarks to do with your settings, now that I changed the
way the "fast" parameter affects "aggressive" and "vulnerable". It happends
you seem to favor "fighter-regenerate" over "fighter-defense" (which is fine
BTW) with, in some cases, fighter-defense being 0. But not always. So on maps
with fighter-defense being non-zero, blue, as an example, appears over-strong
(beats red any day). This might require consolidation before being fixed, but
I just thought you could be interested by that side effect.
Have a nice day,
Christian.
--
Christian Mauduit - http://www.ufoot.org/ ___ __/\__
Liquid War 6 - http://www.gnu.org/software/liquidwar6/ / _")\~ \~/
Mouette & Charbons - http://mouetteetcharbons.tumblr.com/ _/ / /_ o_\
Ultrafondus - http://www.ultrafondus.net/ (__/ \/
- Re: [Help-liquidwar6] Liquid War 0.0.11beta released,
Christian Mauduit <=