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Messages - NancyGold

Pages: 1 2 3 [4] 5 6 ... 13
46
Offtopic / Re: This game rocks
« on: September 17, 2021, 10:26:54 pm »
Port?? this is completely different game with some surface level similarities.
Aside from that, on its own, look like advanced game for this system, lot of work was used to create it.

That is what actually "different" version looks like. And it uses actual XCOM sprites, like that skull explosion. But I guess writing proper geoscape, and tactical AI was too much of an effort, so they made it into an action game.

There was also a Sega Genesis port of 1992 game Spellcraft, which had almost nothing to do with the original. Original Spellcraft is really similar to Gallop's Magic & Mayhem and the later Sacrifice, spiced with adventure game elements, while the Sega port is an action game, having only superficial resemblance to the DOS version.

47
Offtopic / Disciples Tactics
« on: September 17, 2021, 04:48:19 pm »
Latest Disciples is actually a squad based tactics game. Looks like a dumbed down XCOM Apocalypse (factions and the stuff):

48
Offtopic / Re: This game rocks
« on: September 17, 2021, 03:25:01 pm »
I too first played XCOM on PSX. But as I understand the port is basically identical to the DOS version, except the pre-rendered music, instead of MIDI.

The most different XCOM version would be the Amiga one. And it differs in not a good way. Still Amiga has exclusive version of other Gollops' games.

Then Russian pirates have made a ZX Spectrum XCOM port, and it is just something:

49
Offtopic / Re: The Battle for Wesnoth is looking for contributors
« on: September 13, 2021, 07:35:19 pm »
Programmers tend to be volunteers but artists generally work on commission

Wow! I'm still panning going to university one day. Guess I should look towards an art degree. At least the skills could earn a cup of coffee  ;D

50
Offtopic / Re: The Battle for Wesnoth is looking for contributors
« on: September 09, 2021, 06:34:09 pm »
1. How much do you pay?
2. If none, why should people waste time slaving on your project, when they can work on their own passion project, which they could sell for money?
3. In my understanding Battle for Wesnoth is a clone of Master of Monster ( https://en.wikipedia.org/wiki/Master_of_Monsters ). It would be better to reverse engineer the Master of Monsters 2 (it has Windows version, but IIRC it is in Japanese and doesn't run on modern PCs).

51
Offtopic / Re: XCOM Inspired Fantasy Game
« on: September 04, 2021, 12:20:49 am »
Code: [Select]
Shadows are really buggy, since on Windows I compile with GCC and it doesn't have the proper SSE code for alpha blending.What version of GCC you used? I couple of times play with SSE and windows version support it.
One solution used by OXC and OXCE is https://mxe.cc/
Some old version, I have stashed on the virtual machine image.
It doesn't have all the Xintrin headers.
Code: [Select]
#include <emmintrin.h>
#include <smmintrin.h>
#include <xmmintrin.h>
#include <immintrin.h>

And the mouse sampling frequency problem is related to SDL working improperly with the Virtual Box driver, which intergrates mouse and clipboard with OSX, so one can use mouse without the mouse cappture.

52
Offtopic / Re: XCOM Inspired Fantasy Game
« on: September 03, 2021, 07:46:25 pm »
Goed avond, folkje!

Recently I did a total overhaul of the Symta language, fixing most of the issues which were discovered during the game development.
In addition I've added support for the bytecode interpreter, so now I can execute Symta code during runtime as a script.
That allows to introspect and modify the game engine while it is running. I can't stress enough how useful it is for debugging.
The code itself is being lexically macroprocessed using https://nashgold.itch.io/new-c-macroprocessor
The same macro-processor I use to preprocess my C code.

The Symta code now looks more like Haskell.
Here is an example of the function parsing `if/then/else`
There are several version of `if` syntax - one normal if A: B else C` and `if:`, which is more like Lisp's `cond`
In addition during the transition phase I have to support the older `if A then B else C` form, till I clean the code out of it.
Code: [Select]
parse_if Sym =
  OCol Sym.src.1
  if is_next `:`:
    T expect `:` Sym
    X parse_offside 0 0 Sym.value Sym.src.0 OCol
    ret  :: Sym X.0
  Cnd Then No
  Head parse_xs 1
  if is_next `then`:
    Cnd = Head
    T expect `then` Sym
    Then = parse_offside 0 0 T.value T.src.0 OCol
  else
    if Head.end or not Head.0^token_is(`:`) then
      parser_error "missing `:` for" Sym
    Cnd = Head.1
    case Cnd [H [K [@L] [@R]]]: when K^token_is(`or`) or K^token_is(`and`):
      Cnd =: K [H @L] R //huge kludge
    Then = Head.2
  Else:
  if is_next `elif`:
    T expect `elif` Sym
    GInput =: T.retok(`else`) T.retok(`if`) @GInput
  if is_next `else`:
    T expect `else` Sym
    Else = parse_offside 0 0 T.value T.src.0 OCol
  :Sym Cnd Then Else


So I hope to continue working on the game.
I have already made it work with Windows in rather botched way.
Shadows are really buggy, since on Windows I compile with GCC and it doesn't have the proper SSE code for alpha blending.
Main menu is also slowed down to 1 frame per second. And I have no idea what causes it.
I had to disable pthreads, since the Windows version is just agonizingly slow, taking 1 second to perform the stuff that should be microsecond.
That is due to very slow switching, even when usleep gets explicitly invoked.
Moreover, I don't have access to a real Windows machine, so Virtual Box add its of quirks.
TLDR: a ton of issues to solve.


53
Offtopic / Re: What happened to Blizzard?
« on: July 31, 2021, 07:53:39 pm »
Latest leaks point it was Activision who killed the studio:

54
Offtopic / Re: What happened to Blizzard?
« on: July 29, 2021, 04:07:53 pm »
Blizzard is going down like a Titanic. Apparently replacing the original dev team with high libido rookies and young females was a bad idea, because the environment now creates drama, instead of high quality products (or any products at all):

R.I.P.

55
Offtopic / Vandal Hearts 2
« on: July 23, 2021, 11:35:34 pm »
New mod introduces a normal XCOM-style turn order, so it is a fun game now:

56
Offtopic / Re: Jagged Alliance 2
« on: July 11, 2021, 05:57:22 pm »
The game is actually open source since 2004, when the devs released the source code.
So it can be played on modern hardware.
But I guess one will still want to run it through emulator to avoid any quirks.
Because for example Hexen source ports break scripts, resulting in the game hanging on some scripts:
https://www.youtube.com/watch?v=hbjLThCN_yE
And I've experienced similar issue while playing Warzone 2100, where AI and scripts got botched in the campaign.

57
Offtopic / Jagged Alliance 2
« on: July 10, 2021, 11:36:45 pm »
Do you people still play it?

Got reminded about the game by the recent news about a squad of mercs breaking into Haitan dictator's residency and eliminating him. Although the guys have failed to get out of the country. Needs to be made into a custom JA map.

58
Offtopic / Merit's Galactic Reunion
« on: June 09, 2021, 10:48:42 pm »
Another game similar in spirit to X-COM, but on a grander scale, with simplified tactical combat.

Includes protecting your planet base from the invading Mongrul aliens.


59
Offtopic / Re: Sabre Team (Swat game based on Xcom)
« on: June 09, 2021, 04:09:46 pm »
Oh, didn't notice the release day. I thought it's just a clone from soundtrack to game mechanics, even enemy turn screens.

Was it a popular game engine back in the day or was xcom real the ripoff of saber team?
Saber Team obviously uses a different, much simpler engine. But it is very possible the game influenced XCOM, since Gollop's previous games, like Laser Squad and Lords of Chaos, look nothing like XCOM. Although they did had some of the XCOM mechanics, like the destructible environment and several map layers.

60
Offtopic / Re: Sabre Team (Swat game based on Xcom)
« on: June 07, 2021, 05:52:53 pm »
Nice find!

And it even came before XCOM!

>Release date: January 1, 1992


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