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Posted: Wed Mar 19, 2008 2:00 pm
by yeti_c
DiM wrote:
yeti_c wrote:DiM - I'm a shade concerned that your army numbers are going to be too big... especially as we're making the artificially too big as well...

C.


i already posted triple digit armies earlier in the thread and they fit well.

as for the artificially thing i have no idea what you're talking about? what's artificial?


Good work then DiM...

What I meant by "artificially high" is that triple digit armies are a definite occurance on this map - whereas they're generally unlikely on "normal" maps... So should we consider checking this map for 4 digits? i.e. 3 digits and Colour blind letter?

C.

Posted: Wed Mar 19, 2008 2:02 pm
by gimil
Thats not a bad idea yeti.

Posted: Wed Mar 19, 2008 5:58 pm
by Herakilla
screw the paranoid people who dont want to use auto attack, ill play them in this with the bigger multiplier in speed games and we are all happy

Posted: Wed Mar 19, 2008 6:41 pm
by DiM
yeti_c wrote:
DiM wrote:
yeti_c wrote:DiM - I'm a shade concerned that your army numbers are going to be too big... especially as we're making the artificially too big as well...

C.


i already posted triple digit armies earlier in the thread and they fit well.

as for the artificially thing i have no idea what you're talking about? what's artificial?


Good work then DiM...

What I meant by "artificially high" is that triple digit armies are a definite occurance on this map - whereas they're generally unlikely on "normal" maps... So should we consider checking this map for 4 digits? i.e. 3 digits and Colour blind letter?

C.


hey hey let's not get paranoid here. if people want to go in 4 digits they can do it anywhere and suffer the consequences.

btw 4 digits will also fit.

here's an older image with triple digits. i think there's enough space for 4 also:

Image

Posted: Thu Mar 20, 2008 9:03 am
by yeti_c
DiM wrote:
yeti_c wrote:
DiM wrote:
yeti_c wrote:DiM - I'm a shade concerned that your army numbers are going to be too big... especially as we're making the artificially too big as well...

C.


i already posted triple digit armies earlier in the thread and they fit well.

as for the artificially thing i have no idea what you're talking about? what's artificial?


Good work then DiM...

What I meant by "artificially high" is that triple digit armies are a definite occurance on this map - whereas they're generally unlikely on "normal" maps... So should we consider checking this map for 4 digits? i.e. 3 digits and Colour blind letter?

C.


hey hey let's not get paranoid here. if people want to go in 4 digits they can do it anywhere and suffer the consequences.

btw 4 digits will also fit.

here's an older image with triple digits. i think there's enough space for 4 also:

Image


Can you retest in the E area on the small map?

C.

Posted: Thu Mar 20, 2008 9:48 am
by DiM
yeti_c wrote:Can you retest in the E area on the small map?

C.


i would but it doesn't display properly on the tester. i have no idea what's wrong :(

no matter what i do the tester displays in the same place.

here's the code, if somebody wants to try please do it.

i think it will overlap the borders so i think for army numbers on the same line (like the E1 E2 E3 terits) i will need to place them a bit tilted. i mean for example put E1 and E3 on the same line and make the coords for E2 a bit lower.

Code: Select all

<?xml version="1.0" ?>
<map>
  <title>CC City Mogul</title>
  <smallwidth>600</smallwidth>
  <smallheight>600</smallheight>
  <largewidth>800</largewidth>
  <largeheight>800</largeheight>
  <filetype>png</filetype>

<territory>
  <name>1</name>
  <borders>
  <border>2</border>
  <border>3</border>
  </borders>
<coordinates>
         <smallx>453</smallx>
         <smally>203</smally>
</coordinates>
</territory>

<territory>
  <name>2</name>
  <borders>
  <border>1</border>
  <border>3</border>
  </borders>
<coordinates>
         <smallx>423</smallx>
         <smally>203</smally>
</coordinates>
</territory>

<territory>
  <name>3</name>
  <borders>
  <border>1</border>
  <border>2</border>
  </borders>
<coordinates>
         <smallx>403</smallx>
         <smally>203</smally>
</coordinates>
</territory>
</map>

Posted: Thu Mar 20, 2008 7:39 pm
by cairnswk
Dim...i just tested that little bit of code and it is way off.
I'll reset it and see what it looks like.

Posted: Thu Mar 20, 2008 7:41 pm
by DiM
cairnswk wrote:Dim...i just tested that little bit of code and it is way off.
I'll reset it and see what it looks like.


thanks. i know it's way off. no matter what coords i put they go in the same place :(

i just thought of something. could it be because i entered "g888" to display as army numbers??

solved it:

it fits but barely. by offsetting the armies they are visible but that's all i can do.

Image

Posted: Thu Mar 20, 2008 7:51 pm
by cairnswk
DiM wrote:
cairnswk wrote:Dim...i just tested that little bit of code and it is way off.
I'll reset it and see what it looks like.


thanks. i know it's way off. no matter what coords i put they go in the same place :(

i just thought of something. could it be because i entered "g888" to display as army numbers??


could be....anyways, here's my testing

Image

on this code:
<?xml version="1.0" ?>
<map>
<title>CC City Mogul</title>
<smallwidth>600</smallwidth>
<smallheight>600</smallheight>
<largewidth>800</largewidth>
<largeheight>800</largeheight>
<filetype>png</filetype>

<territory>
<name>1</name>
<borders>
<border>2</border>
<border>3</border>
</borders>
<coordinates>
<smallx>397</smallx>
<smally>328</smally>
</coordinates>
</territory>

<territory>
<name>2</name>
<borders>
<border>1</border>
<border>3</border>
</borders>
<coordinates>
<smallx>427</smallx>
<smally>320</smally>
</coordinates>
</territory>

<territory>
<name>3</name>
<borders>
<border>1</border>
<border>2</border>
</borders>
<coordinates>
<smallx>457</smallx>
<smally>328</smally>
</coordinates>
</territory>
</map>

Posted: Thu Mar 20, 2008 7:56 pm
by DiM
thanks cairns. i realised what i was doing wrong because i did it again. it's so stupid :lol:

i was puting coords in ths xml but i wasn't saving it and then when i tested it used the same unsaved version over and over again :lol:

anyway as i said above the 4 digits are visible with a bit of offseting so i don't think it is a problem.

Posted: Thu Mar 20, 2008 8:02 pm
by cairnswk
DiM wrote:thanks cairns. i realised what i was doing wrong because i did it again. it's so stupid :lol:

i was puting coords in ths xml but i wasn't saving it and then when i tested it used the same unsaved version over and over again :lol:

anyway as i said above the 4 digits are visible with a bit of offseting so i don't think it is a problem.


yes...you'll just have to move the tert labels around a bit....coming along nicely. :) luv the child drawings.

Posted: Thu Mar 20, 2008 9:44 pm
by Ditocoaf
Insignificant suggestion probably, but the thumbprint by the mall could really stand to be less prominent.

Posted: Sat Mar 22, 2008 11:13 am
by DiM
Ditocoaf wrote:Insignificant suggestion probably, but the thumbprint by the mall could really stand to be less prominent.


sure why not? if anybody else feel it's too prominent i'll tone down it's opacity.

Posted: Sat Mar 22, 2008 9:23 pm
by AndyDufresne
Agreed about the print near the mall, maybe a touch less strong.


--Andy

Posted: Sat Mar 22, 2008 9:31 pm
by DiM
AndyDufresne wrote:Agreed about the print near the mall, maybe a touch less strong.


--Andy


then it shall be done :)

Posted: Mon Mar 24, 2008 9:34 am
by DiM
v17
large and small with a lower opacity middle fingerprint.

large:
Image

small:
Image

Posted: Mon Mar 24, 2008 9:49 am
by gimil
DiM wrote:middle fingerprint


:lol:

Posted: Mon Mar 24, 2008 10:17 am
by DiM
gimil wrote:
DiM wrote:middle fingerprint


:lol:


unintended pun. 8-[

Posted: Mon Mar 24, 2008 9:52 pm
by AndyDufresne
              Final Forge

---The CC City Mogul Map has reached the ‘Final Forge’ Stage. I've revived this thread from the pits of the Foundry Furnace (okay, maybe not) and have examined the contents. Nearly every major concern has been addressed. If there are any other current concerns, please make your voice heard. If after a reasonable amount of time there has not been any objection or protest, the map will be deemed finished with the 'Foundry Brand' of approval and will be submitted for live play. As long as there is still discussion or posts that have yet to be commented on, the map will remain in Final Forge until said discussion has reached the conclusion that the map has reached its final and polished version.

Post questions and concerns if any.

              Image


--Andy

Posted: Mon Mar 24, 2008 9:54 pm
by InkL0sed
This stamping momentum is starting to make my head spin :mrgreen:

Posted: Tue Mar 25, 2008 3:38 am
by yeti_c
Congrats Dimmy - give us a shout when your XML is ready to be sorted.

C.

Posted: Tue Mar 25, 2008 8:03 am
by DiM
i was searching the foundry frantically. i thought the thread was deleted :lol:


thanks andy for forging.


@yeti_c i will start taking care of the xml and will pm it back to you.

Posted: Tue Mar 25, 2008 8:29 am
by gimil
Congratz bud on this one :)

Posted: Tue Mar 25, 2008 9:20 am
by DiM
gimil wrote:Congratz bud on this one :)


thanks mate, now go and stamp AoR: Mayhem :roll: :D

Posted: Tue Mar 25, 2008 10:55 am
by lanyards
Congrats on the Final Forge. Please remove stains and smudges and fingerprints. :)

--lanyards