User Ratings

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ease 1 of 5 2 of 5 3 of 5 4 of 5 5 of 5 5 / 5
features 1 of 5 2 of 5 3 of 5 4 of 5 5 of 5 5 / 5
design 1 of 5 2 of 5 3 of 5 4 of 5 5 of 5 5 / 5
support 1 of 5 2 of 5 3 of 5 4 of 5 5 of 5 5 / 5

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User Reviews

  • Been playing this online for the last few weeks, very happy to be able to relive one of my favourite games. The only real bug I've found so far is way finding, sometimes a unit will get stuck trying to get on a bridge, or a sharp edge. But it's nothing major. I'm a full stack web developer and as much as i'd like to help out, i know nothing about C++. Plenty experience with Java/PHP and front end languages. Do you mind explaining a little more about how you got all this up and running. Like how is the ui in HTML? is this running in emscripten or something? Great work
    1 user found this review helpful.
    Reply from ZED Online
    Posted 2020-08-16
    Thanks for the review! You are right at some point the pathfinder needs a complete rewrite. The game itself is written in C++ but the menu is basically just a browser that displays the files in the "ui" folder. Sciter (a small browser) is used which also support a variant of JavaScript. There are some C++ functions exposed to JavaScript. The game server list/online highscore is using PHP + SQLite. Just some basic reads and writes to tables in a database (most importantly the table of active game servers). You can have a look at the .html files in the ui folder and edit them freely. I am not really good at layout and frontends, so if you want to improve something, go ahead I would also include it in the official release if you like. Something that is bothering me is the lack of translation for the menu. There is is also a forum + Slack channel here: https://zzforum.lewe.com/viewtopic.php?f=17&t=21899 if you want to share ideas/discuss with other fans.
  • Its a good replacement for Z95 and I see recent updates so 20 years later its still being worked on. I tip my hat to the developers! A few things I caught if I get the time I may join in on the project but no where close to their skillz. When you select someone and the curser turns 0 tanks and turrents usually lock in at that point so you used to need to pay attention so that you shoot first. The second thing I noticed is when you cancel a unit you used to resume back if you did nothing. Love the feature of turning them off instead of destroying your own base to limit how many low grade units you can make not sure the best middle ground here your design may be better but im too easily stuck with a blank manufacturing queue. Again keep up the hard work no complaints here just basking in the nostalgia
    1 user found this review helpful.
    Reply from ZED Online
    Posted 2020-08-13
    Thanks for the review! The turrets not turning when attacking is something I have thought about a little. I am not sure really what the best approach is. It might give to much of an edge to expert players and I feel its a bit of learning curve for new players. Its also hard to attack with a lot of units at the same time when one has to keep the turret rotation in might. I think attacking players should get an edge via the turret position but I am not quite sure about the exact implementation. If you wanna join the project, take a look what is interesting to you. User interface? Its actually written in html, so very simple to change. Support for more languages? Go ahead in the localizer.cpp. If you wanna create maps, you can tell me what features you would like me to add to the map editor. By the way, there is also some Lua script support to play around with.
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