From: Erik V. <eri...@hc...> - 2005-07-20 19:09:09
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Some further thoughts on tiles. I think we need two sets of XML definitions: one that defines which tiles types are available, and in what numbers, and another which defines the properties of each type of tile. So we might get: <TileSets> <TileSet tile="7" amount="4" upgrades="18,26,27,28,29"/> <TileSet tile="8" amount="8" upgrades="16,19,23,24,25,28,29"/> ... </TileSet> <Tiles> <Tile number="7" ...all properties that we need... /> .... </Tiles> (see below why I differentiate between "label" and "number"). <TileSets> would be specific per game. <Tiles> is basically the same for all games, except that to speed up XML parsing we would probably create a subset per game. This way we have nicely separated the common and the game-specific aspects of tiles. Preprinted tiles would not need to be specified in <TileSets>, but are allocated by virtue of their linkage to a MapHex, like in <MapHex label="H16" tile="-10" .../> where tile is the <Tile> number. Occasionally we also have to deal with two different identifiers per tile, similar to what we have just discussed for map hexes. This is so because the same tile number is sometimes used in different games for different tiles. E.g. tile #69 in 1853 is different from tile #69 in 1830. In most tile databases (like those of Marco Rocci) such duplicates have got a number above 1000 (the 1853 variant if #69 is numbered 1069). But IMO we should *display* 69 in both cases. So for 1853 we would have an additional (optional) attribute: <TileSet tile="1069" label="69" .../> , the default being that the label is equal to the tile number (which is usually the case), and <Tile number="1069" .... /> Erik. |
From: Erik V. <eri...@hc...> - 2005-11-17 22:24:29
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Tile laying is now integrated with the rest of the game. Only one tile can be laid: when Done or Cancel is pressed, the next allowed action is token laying (cost entry only). Main issue is, that there is not much visual cue for the 2nd and following company in an OR that it is time to upgrade a tile (or not). The only change is that the map gets the focus. Perhaps we should display a message on the map like "Select a hex to lay or upgrade a tile on", that disappears as soon as the first action is taken on the map. Or something. Erik. |
From: Erik V. <eri...@xs...> - 2009-12-18 20:23:40
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I have committed code and a set of new SVG tile images to fix a number of issues with tile production and display. (BTW part of the tiles didn't get through yet, that will be sorted out a.s.a.p.). The Map now looks better, and is fully zoomable (except for the preprinted company homes, but that will follow). Support for GIF tile images has been removed. They did look very ugly when I retried, and Brett and I found no reason to retain support for GIF. There is one more change that I found necessary, but that can cause problems when loading old save files. The orientation of tile #4 has been changed to make the 'dit' show up perpendicular to the track. This causes this tile be displayed in a wrong orientation when loading an old save file. Sorry for that, but there is no easy way to fix this. The main reason for producing new tile images was the fact that the tile ID and the revenue were displayed way too small. Th revenue is now just about readable without zooming in, and well readable after zooming in 1 or 2 steps. For the ID more zooming is needed. The preprinted tiles no longer show an ID. Included in the update are two Perl scripts that I wrote today to get an SVG problem fixed and to prepare the final set. The script CombineTiles.pl contains extensive instructions on how to produce tiles that will be correctly displayed by Rails. In any case I'm now able to quickly produce new tiles when needed. Erik. |
From: Chris S. <chr...@gm...> - 2009-12-18 20:28:54
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Very nice - looking forward to seeing the new graphical presentation in the next release. -- Chris Please consider the environment before printing this e-mail. On Fri, Dec 18, 2009 at 12:23 PM, Erik Vos <eri...@xs...> wrote: > I have committed code and a set of new SVG tile images to > fix a number of issues with tile production and display. > (BTW part of the tiles didn't get through yet, > that will be sorted out a.s.a.p.). > > The Map now looks better, and is fully zoomable (except > for the preprinted company homes, but that will follow). > Support for GIF tile images has been removed. > They did look very ugly when I retried, and Brett and I > found no reason to retain support for GIF. > > There is one more change that I found necessary, but > that can cause problems when loading old save files. > The orientation of tile #4 has been changed to make the > 'dit' show up perpendicular to the track. This causes > this tile be displayed in a wrong orientation when > loading an old save file. Sorry for that, but there is no > easy way to fix this. > > The main reason for producing new tile images was the > fact that the tile ID and the revenue were displayed > way too small. > Th revenue is now just about readable without zooming in, > and well readable after zooming in 1 or 2 steps. > For the ID more zooming is needed. > > The preprinted tiles no longer show an ID. > > Included in the update are two Perl scripts that I wrote today > to get an SVG problem fixed and to prepare the final set. > The script CombineTiles.pl contains extensive instructions > on how to produce tiles that will be correctly displayed by Rails. > > In any case I'm now able to quickly produce new tiles > when needed. > > Erik. > > > > ------------------------------------------------------------------------------ > This SF.Net email is sponsored by the Verizon Developer Community > Take advantage of Verizon's best-in-class app development support > A streamlined, 14 day to market process makes app distribution fast and > easy > Join now and get one step closer to millions of Verizon customers > http://p.sf.net/sfu/verizon-dev2dev > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |