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Official KaM Remake Ideas topic

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Esthlos

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Knight

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Post 19 Feb 2014, 10:49

Re: Official KaM Remake Ideas topic

Can we please be able to delete maps and saves/replays from within the game, itself? I shouldn't have to elaborate, because the reasons are pretty obvious ;)
This is on my todo list but I'm not really sure how to implement it in the interface. For example if we add a delete button to the replays screen then players might not realise that replays and saves are the same thing (in most games replays/saves are different files). So someone might delete all their replays without realising they just deleted all of their saved games. If anyone has any suggestions I'd be interested (or sketches of the interfaces).
What about adding a confirmation message along the lines of "Are you sure? WARNING: Deleting this replay will also delete the linked savegame"?
Just when you think you know something, you have to look at it in another way, even though it may seem silly or wrong. You must try! - John Keating, "Dead Poets Society"
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Ben

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Post 20 Feb 2014, 17:15

Re: Official KaM Remake Ideas topic

Can we please be able to delete maps and saves/replays from within the game, itself? I shouldn't have to elaborate, because the reasons are pretty obvious ;)
This is on my todo list but I'm not really sure how to implement it in the interface. For example if we add a delete button to the replays screen then players might not realise that replays and saves are the same thing (in most games replays/saves are different files). So someone might delete all their replays without realising they just deleted all of their saved games. If anyone has any suggestions I'd be interested (or sketches of the interfaces).
What about adding a confirmation message along the lines of "Are you sure? WARNING: Deleting this replay will also delete the linked savegame"?
Seems nice. Informs the user about the tied replay&saves, and also implements the conformation check that most games already have.


I've another small request: I'd be nice to be able to disable the giant Knights and Merchants "logo" that is on the UI in-game. It screws up the statistics menu and just wastes space. Don't tell me to use windowed mode, because I don't like it.
I used to spam this forum so much...
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Krom

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Knights Province Developer

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Post 21 Feb 2014, 03:53

Re: Official KaM Remake Ideas topic

I think we should make it possible to use replacement sprite for the logo, 1px high ;) Our task is to make sure UI panel offsets are using that logo height instead of hardcoded.
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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thunder

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Post 22 Feb 2014, 23:04

Re: Official KaM Remake Ideas topic

Hello!

I noticed that the vinetricky already isn't working in the mapeditor. i used that function frequently in the mapeditor when i made prebuilding. Is there possibility to reactivating this function in the editor somehow?

//i mean on the deleting trees with vinefield//
Thank you!
t
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Lewin

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Post 23 Feb 2014, 01:23

Re: Official KaM Remake Ideas topic

Hello!

I noticed that the vinetricky already isn't working in the mapeditor. i used that function frequently in the mapeditor when i made prebuilding. Is there possibility to reactivating this function in the editor somehow?

//i mean on the deleting trees with vinefield//
Thank you!
t
We don't want the village editor to affect the terrain. For example placing houses does not flatten the terrain under them or remove rocks/mushrooms. So placing winefields does not remove the trees. However, when you start the game those trees will be removed and replaced by the grapes so it doesn't matter.
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Ben

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Post 23 Feb 2014, 04:37

Re: Official KaM Remake Ideas topic

Not to mention, you can just remove the trees with the remove object tool. I really can't imagine this being a problem :P
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Nissarin

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Post 23 Feb 2014, 17:10

Re: Official KaM Remake Ideas topic

When a game returns to lobby, spectators should automatically have their "ready status" enabled. Why? Because it is very common for spectators to step away from their computer. When the game returns to lobby, these spectators need to be kicked because they are not available to enable it, and why would a spectator need to be ready right away anyway? It's not like they are doing anything? ;)
I added this to the todo list. I don't think that new joining spectators should be set to ready be default, since e.g. sado might not be ready with his stream yet. But for rehosting it makes sense. Closing all slots before starting the game is inconvenient and most people probably won't do it on the off change that someone might join just before you click start.
I've alternative idea - instead of setting ready status by default how about giving the host right to set ready status on behalf of the player (by clikcing on 'tick' icon). I think this solution has no drawbacks as far as I can tell, which means everyone will be happy.
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Turbine

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Post 26 Feb 2014, 10:09

Re: Official KaM Remake Ideas topic

After the game has matured in all areas, they should so develop an indie game using this engine. It could potentially be a highly successful game in todays market.
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dicsoupcan

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Post 26 Feb 2014, 10:48

Re: Official KaM Remake Ideas topic

When a game returns to lobby, spectators should automatically have their "ready status" enabled. Why? Because it is very common for spectators to step away from their computer. When the game returns to lobby, these spectators need to be kicked because they are not available to enable it, and why would a spectator need to be ready right away anyway? It's not like they are doing anything? ;)
I added this to the todo list. I don't think that new joining spectators should be set to ready be default, since e.g. sado might not be ready with his stream yet. But for rehosting it makes sense. Closing all slots before starting the game is inconvenient and most people probably won't do it on the off change that someone might join just before you click start.
I've alternative idea - instead of setting ready status by default how about giving the host right to set ready status on behalf of the player (by clikcing on 'tick' icon). I think this solution has no drawbacks as far as I can tell, which means everyone will be happy.
i would like to note that it will not be a good idea to use it on the players, only spectators. because if a player is afk because of a toilet break or seomthing, the host kan set him ready and thus giving him an advantage and the afk player will not be happy to see the game started already. for the rest this is a great idea.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Nissarin

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Post 26 Feb 2014, 17:28

Re: Official KaM Remake Ideas topic

Yeah, it was not obvious from my post but we're talking about spectators (only).
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Lewin

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Post 27 Feb 2014, 00:07

Re: Official KaM Remake Ideas topic

When a game returns to lobby, spectators should automatically have their "ready status" enabled. Why? Because it is very common for spectators to step away from their computer. When the game returns to lobby, these spectators need to be kicked because they are not available to enable it, and why would a spectator need to be ready right away anyway? It's not like they are doing anything? ;)
I added this to the todo list. I don't think that new joining spectators should be set to ready be default, since e.g. sado might not be ready with his stream yet. But for rehosting it makes sense. Closing all slots before starting the game is inconvenient and most people probably won't do it on the off change that someone might join just before you click start.
I've alternative idea - instead of setting ready status by default how about giving the host right to set ready status on behalf of the player (by clikcing on 'tick' icon). I think this solution has no drawbacks as far as I can tell, which means everyone will be happy.
I think that's unintuitive if the host can control spectator ready status but not normal players, if they can force spectators to be ready they should be able to do that for all players (which I'm strongly against, players should either agree to start or be kicked). Also it would not be obvious that you could click the ready icon to make them ready, we already have a problem where nobody realises you can click flags in the campaign map to select missions.
After the game has matured in all areas, they should so develop an indie game using this engine. It could potentially be a highly successful game in todays market.
What we have made isn't really an engine, it's a "KaM engine". Most of our code is completely designed our KaM and so making another game in would require rewriting most of our code, unless that game was "KaM with different sprites/sounds". If we designed it as a reusable engine we would have written stuff like rendering, networking, etc. in a completely generic way and then wrote the KaM code to interface to that engine (so all KaM related code is separated from the engine code, unlike now where it's all tangled together). However that would have taken a lot more work and slowed us down, possibly to the point where we would have given up on the project before it became playable.
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Nissarin

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Pikeman

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Post 27 Feb 2014, 00:43

Re: Official KaM Remake Ideas topic

I think that's unintuitive if the host can control spectator ready status but not normal players, if they can force spectators to be ready they should be able to do that for all players (which I'm strongly against, players should either agree to start or be kicked).
Not at all, precisely because of what disco pointed out - you would expect that you shouldn't be ably to "mess" with normal players. Spectators on the other hand are just an extra but even so, if you can avoid kicking them out from the lobby using relatively simple method, why not do it ?

Also it would not be obvious that you could click the ready icon to make them ready, we already have a problem where nobody realises you can click flags in the campaign map to select missions.
I think that quite a number of people don't even know you can "interact" with players using flag icon in multiplayer lobby but that's completely different matter (and probably deserves separate thread ?). But in fact it doesn't necessary need to be the "ready" icon, we can use the very same menu - just add one more option e.g. "Set ready".

PS:
Perhaps we need something like presentation/screenshots (with embedded comments, relevant parts highlighted) on web page or even in game which would explain how to interact with game interface (hotkeys, parts of GUI which you can interact with). I'm actually curious how many people know you can use Shift-LMB to inc/dec by 100 right now ;)
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Ben

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Post 27 Feb 2014, 04:12

Re: Official KaM Remake Ideas topic

I think that's unintuitive if the host can control spectator ready status but not normal players, if they can force spectators to be ready they should be able to do that for all players (which I'm strongly against, players should either agree to start or be kicked).
I agree.
PS:
Perhaps we need something like presentation/screenshots (with embedded comments, relevant parts highlighted) on web page or even in game which would explain how to interact with game interface (hotkeys, parts of GUI which you can interact with). I'm actually curious how many people know you can use Shift-LMB to inc/dec by 100 right now ;)
Recently, I was playing a game with Matt, PizzaisGood, and Romek; some of the best players in the game; and I mentioned shift-click can place multiple building plans without the road plans being selected. To my astonishment, the three of them did not know. I mentioned this to Bludmaster and he didn't know either!
The point is that a lot of people don't know about these "short-cuts." Other examples would be right-click in school, or our recently added "spacebar to recent event." It might be advantageous to figure out how to spread the word...
I used to spam this forum so much...
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CuDi

Scout

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Post 27 Feb 2014, 07:40

Re: Official KaM Remake Ideas topic

I think that's unintuitive if the host can control spectator ready status but not normal players, if they can force spectators to be ready they should be able to do that for all players (which I'm strongly against, players should either agree to start or be kicked).
I agree.
PS:
Perhaps we need something like presentation/screenshots (with embedded comments, relevant parts highlighted) on web page or even in game which would explain how to interact with game interface (hotkeys, parts of GUI which you can interact with). I'm actually curious how many people know you can use Shift-LMB to inc/dec by 100 right now ;)
Recently, I was playing a game with Matt, PizzaisGood, and Romek; some of the best players in the game; and I mentioned shift-click can place multiple building plans without the road plans being selected. To my astonishment, the three of them did not know. I mentioned this to Bludmaster and he didn't know either!
The point is that a lot of people don't know about these "short-cuts." Other examples would be right-click in school, or our recently added "spacebar to recent event." It might be advantageous to figure out how to spread the word...
Briefly expanding on this...it could be something as simple as adding a "Hotkeys" section in the options menu, and listing them. If space permits that, of course.
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Nissarin

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Pikeman

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Post 27 Feb 2014, 10:39

Re: Official KaM Remake Ideas topic

Briefly expanding on this...it could be something as simple as adding a "Hotkeys" section in the options menu, and listing them. If space permits that, of course.
Setting (viewing) hotkeys is on TODO list but I don't expect it to happen anytime soon and quite frankly I don't think it's a solution to it.

Edit/PS:
I think there are two groups of people playing KaM right now - people who played in the original and simply know a few "tricks" and people seeing KaM for the first time (or with bad memory) who simply have no clue at all..

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