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Re: Official KaM Remake Ideas topic

PostPosted: 28 Sep 2012, 18:23
by Krom
I guess you can make it as a mod that players can install by their likings, because it does not affects anything but local display )

Re: Official KaM Remake Ideas topic

PostPosted: 28 Sep 2012, 20:16
by pawel95
Yeah however youmust give me a tip. So it is only necessary to paint ALL pictures in ALL colors, or what you mean with automatic painting? that i do not start a big work, which is not necessary :D :D

Re: Official KaM Remake Ideas topic

PostPosted: 29 Sep 2012, 05:23
by Lewin
Yeah however youmust give me a tip. So it is only necessary to paint ALL pictures in ALL colors, or what you mean with automatic painting? that i do not start a big work, which is not necessary :D :D
You just need to tell the game which parts of the image should be given the player's color, same as happens for flags. Here's example images that I recently made:

4_0250.png:
Image

4_0250a.png:
Image

Put these in a folder "Sprites" in your KaM Remake folder and they will be loaded on startup. (they must be PNGs and must have names like this to tell the game which image will be replaced).

The first image is the actual graphic. The 2nd is a mask that tells the game where should be painted in team colors and where should not. To choose the shade of team color, use a different shade of grey on the actual graphic. These two images must be the same dimensions.

So for your death animations, make a mask image and give it the same name as the original death image, but with "a" at the end of the name like the one above. The mask should be white where you want team colors to be drawn, and black where you do not. And remember that the mask must be the same dimensions as the original image.

Re: Official KaM Remake Ideas topic

PostPosted: 29 Sep 2012, 16:24
by pawel95
Thank you for that nice explanation.
I will maybe work on it, like Krom said, for an Extra option or a Mod.
However this work must wait, because of school and my flower-work :D

Re: Official KaM Remake Ideas topic

PostPosted: 30 Sep 2012, 09:45
by Bo_
I said it somewhere before but not in the idea topic:

1: Multibuild. When placing a building, hold SHIFT (or something else) to place the building as many times as you want, without having to select the building again. Could be very useful when building mines, quaries, woodcutters, farms... Especialy when you want to build after pt.

2: Building overview. I know there is the F11 futuere, where you can have 'Can Build' but it's not very useful.
I thought about this, like the building grid: Image
But then an overview on every tile, wich shows you if you can build on it or not.
It would make it easier to plan your city, while not having to count tile by tile using the road builder tool.
Also you could imediatly see where you have to flat terrain, and not wasting 2 min because you have to place 1 road to be able to build on it.

Re: Official KaM Remake Ideas topic

PostPosted: 30 Sep 2012, 11:34
by Lewin
1: Multibuild. When placing a building, hold SHIFT (or something else) to place the building as many times as you want, without having to select the building again. Could be very useful when building mines, quaries, woodcutters, farms... Especialy when you want to build after pt.
I think this is a good idea, I've added it to the todo list (Marcin says he might do it)
2: Building overview. I know there is the F11 futuere, where you can have 'Can Build' but it's not very useful.
I'm not sure that this is needed, you can see where you can build by moving a house plan around, I don't think we should make the game too "simple", I mean we could always show the map as a grid because it makes positioning your troops easier, but it makes things sort of too "simple" and visible to the player, there's less realism when the terrain has a grid overlaid on it.

Re: Official KaM Remake Ideas topic

PostPosted: 30 Sep 2012, 11:59
by Krom
1. I think it's too "micro", but yes, we can make it for easier towers spaming ;)

2. I agree with Lewin. We planned to visual markers for working radiuses of mining houses (Fishermans, Wood, Farm, Mines, Towers) though.

Re: Official KaM Remake Ideas topic

PostPosted: 30 Sep 2012, 17:58
by pawel95
About 2nd I think like Krom and Lewin. It will be do much NOT-KAM-Style if you would add this, I think.
2. I agree with Lewin. We planned to visual markers for working radiuses of mining houses (Fishermans, Wood, Farm, Mines, Towers) though.
Of the other side, this is really great. Towers and Woodcutter are the best examples for that featuere. Because, fishermen is fishing All fishes(nearly all fishes) from one river and good gamer making always more farms at one position, but with Tower "hitradius" and woodcutter(/stonemen) would be really great :-)



pawel95

Re: Official KaM Remake Ideas topic

PostPosted: 30 Sep 2012, 18:14
by Bo_
NOT-KAM-STYLE
I'm sorry but I don't see the charm of counting tiles 1 by 1.

Re: Official KaM Remake Ideas topic

PostPosted: 30 Sep 2012, 19:47
by pawel95
Yeah maybe you not. However this is like the classical game Knights And Merchants work. Or what you mean?

Re: Official KaM Remake Ideas topic

PostPosted: 06 Oct 2012, 14:24
by pawel95
1. Idea:
Hey, what do you think about Horses(with recruits) which pull siege thingis? I could add a photo, if you dont know what i mean.

There is still one animation/picture with a recruit pulling one balista/catapult, but someone said, that he would be hit, by the Stone of Catapult :P



2. Idea:
A "mute" button in room from lobby, like in tousands other games, because e.g sometimes i do sth in Firefox/Photoshop/Mail while We are waiting in lobby for 8. player and than i get tousand ringtones, because of some E.G russian guys talking about policy or sth like that :mrgreen:
On the other hand there are some "noobs" which insult someone. SO maybe add sth like a "Mute"(dont get any message (maybe only from Host, like "Click Ready guy X")).
Also there are players,like my dad :D which cant speak english(he´s from poland, so can only speak Polish/russish/german)
And he says to me "i dont like to play with other guys too often, because i dont understand, maybe they are insulting me all the time :P


3. Idea:
To have a button in Campaign Menu, "COOP" that you will go seperatly in a lobby and with those players, which you have played Mission 1(e.g) you will go after the game automaticly in Lobby with those players and you can play Mission 2, and so on.

4. Idea:
To allow in Multiplayer ONLY for AI PLAYERS, that 2 or more players could have the same color. This would be great in Coop campaigns, because there sometimes more players looks for a beginner like one big AI(tsk mission 4(2x yellow cities))

What do you think about those Ideas?


pawel95

Re: Official KaM Remake Ideas topic

PostPosted: 07 Oct 2012, 12:11
by kamil
Can you add information - "lumberjack (woodcutter's cottage) can not find the wood", something like the stoneminer? When you only cut them.

Re: Official KaM Remake Ideas topic

PostPosted: 07 Oct 2012, 13:38
by Lewin
Can you add information - "lumberjack (woodcutter's cottage) can not find the wood", something like the stoneminer? When you only cut them.
That sounds like a good idea, so if you set your woodcutter the task to chop all the trees he'll report back when he's done :)
I added it to the proposals list.

Re: Official KaM Remake Ideas topic

PostPosted: 07 Oct 2012, 14:22
by pawel95
Other thing, about the radius of houses. What do you think to use only Classical oldfashion Flags from Kam as a "Circle" like it is in many other strategy games,too?
Here is a picture, with the best flag for this job, this pictures isnt nice made and it should not represent sth, only that you know which Flag I am mean:
Its the flag from the "Garbarnia" so i think in english tannery?

Image

Re: Official KaM Remake Ideas topic

PostPosted: 07 Oct 2012, 14:25
by Krom
I think we can make a better result with gradient polygon, but I cant find any good references at Google