I switched they way units are selected and they show moves on the first click and can unpack, and your right, it is a lot better. You can still him M to toggle movement or right-click to get rid of the movement hexes for a unit (as well as de-select that unit) if you want (will be in the next release).
As for getting ore back to the main platform: you need to have at least one hauler adjacent to a platform at the end of a round, the platform will transfer over ore to the hauler, if the bar turns red over the hauler it's full. You need to move the hauler back to the main platform and at the end of a round if that hauler is adjacent to main platform it will unload it. You will see the 'Ore Stored' amount go up in the upper left hand side.
There is a reason behind the fact that ore isn't just automagically added to that count, and will soon (maybe, hopefully) have that just as confusing reason in the game. Hope that helps, and thanks for the feed back Robin. When I'm making the game things that would normally seem odd don't really register cause I know how they are supposed to work. Hopefully its becoming a little more understandable. I probably should put together a better description of how to play... but I probably won't until later.
Hex Planetoid Mining Sim
- SoggyWaffles
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Re: Hex Planetoid Mining Sim
"Beneath the clouds lives the Earth-Mother from whom is derived the Water of Life, who at her bosom feeds plants, animals and men." ~Larousse
- SoggyWaffles
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- Location: Wyoming, USA
Re: Hex Planetoid Mining Sim
Gameplay and code cleaning update:
In later versions there will be a delay in rounds between when the shuttle launches and when it hits the market and when it gets back. So more strategy will be involved. There will also be a dynamic market, so you'll also have to plan accordingly when selecting ore to be sold, yes only a certain amount of ore will be able to fit on the shuttle. But, all that is for later.
I think I covered most the game play aspects in previous posts in this thread. I promise soon that I'll get a better/full write up posted.
- +Cleaned up the code to hopefully allow for easier understanding of whats going on (if you want to read that mess)
+Used sprite bratches to increase performance (a bit)
+Shuttle launches/purchase menu
+bug fixes (not enough, I'm sure)
In later versions there will be a delay in rounds between when the shuttle launches and when it hits the market and when it gets back. So more strategy will be involved. There will also be a dynamic market, so you'll also have to plan accordingly when selecting ore to be sold, yes only a certain amount of ore will be able to fit on the shuttle. But, all that is for later.
I think I covered most the game play aspects in previous posts in this thread. I promise soon that I'll get a better/full write up posted.
- Attachments
-
- mine_alpha.love
- 0.2.0 Shuttle Launches!
- (21.42 KiB) Downloaded 164 times
"Beneath the clouds lives the Earth-Mother from whom is derived the Water of Life, who at her bosom feeds plants, animals and men." ~Larousse
- SoggyWaffles
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- Location: Wyoming, USA
Re: Hex Planetoid Mining Sim
Menu Update:
Edit: I noticed that when I start a new game from the menu the craters tend to be the same places. Is this just OSX's terrible os.time random seed? Everything else seems to be spawning more randomly. Any one else seeing this?
- +Added Basic Menus
+Added Written tutorial
+More minor bug fixes and clean up
Edit: I noticed that when I start a new game from the menu the craters tend to be the same places. Is this just OSX's terrible os.time random seed? Everything else seems to be spawning more randomly. Any one else seeing this?
- Attachments
-
- mine_alpha.love
- 0.2.1 Menus and Tutorial Write Up!
- (23.95 KiB) Downloaded 166 times
"Beneath the clouds lives the Earth-Mother from whom is derived the Water of Life, who at her bosom feeds plants, animals and men." ~Larousse
Re: Hex Planetoid Mining Sim
It's always pretty random for me (Linux)SoggyWaffles wrote: Edit: I noticed that when I start a new game from the menu the craters tend to be the same places. Is this just OSX's terrible os.time random seed? Everything else seems to be spawning more randomly. Any one else seeing this?
Re: Hex Planetoid Mining Sim
I'll just leave this here:
Math Library Tutorial (scroll to math.random)
Why is the first random number after randomseed() not random?
Math Library Tutorial (scroll to math.random)
Why is the first random number after randomseed() not random?
- SoggyWaffles
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- Location: Wyoming, USA
Re: Hex Planetoid Mining Sim
I found my main issue: I was seeding every time I created a new game. Instead I seeded first thing in love.load().
I've been doing the math.random() 5 times for a long time now. I also added the crazy tonumber(tostring(os.time()):reverse():sub(1,6)) bit. All in all it has seemed to increase the randomness of creating a new game.
Code: Select all
math.randomseed( tonumber(tostring(os.time()):reverse():sub(1,6)) )
for i=1,5 do
math.random()
end
"Beneath the clouds lives the Earth-Mother from whom is derived the Water of Life, who at her bosom feeds plants, animals and men." ~Larousse
- Robin
- The Omniscient
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Re: Hex Planetoid Mining Sim
I question the usefulness of the :sub(1,6) part.
Help us help you: attach a .love.
- SoggyWaffles
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Re: Hex Planetoid Mining Sim
i copied it straight from http://lua-users.org/wiki/MathLibraryTutorial. I was wondering the same thing, but hey! overkill is better than not?
"Beneath the clouds lives the Earth-Mother from whom is derived the Water of Life, who at her bosom feeds plants, animals and men." ~Larousse
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