July Is Here.....!!!!

Matrix Games and Simulations Canada combine and completely remake two classic NATO vs. Warsaw Pact wargames into a new classic. Based on the original wargames “Main Battle Tank: North Germany” and “Main Battle Tank: Central Germany”, Flashpoint Germany is a new grand tactical wargame of modern combat. Every aspect of modern grand tactical warfare is included, from advanced armor, air and helicopters to chemical and tactical nuclear weapons. Step into the most dangerous war.. . that never was.

Moderators: IronManBeta, CapnDarwin

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IronManBeta
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RE: Tutorial Graphics added

Post by IronManBeta »

Ah now I can't give away all my secrets now! The stuff I use is fairly multipurpose and not wargame specific.

1. There is a complete relational database built in to the game. Why not, it was easier than doing it by hand. There is also a great set of 3rd party db controls too although most of them are on the debug-only screens.

2. The entire look and feel is provided by a 3rd party skinning engine (www.ksdev.com) with artwork sourced by Matrix. This was a huge improvement over the other Matrix games where the entire UI has to be painted by a 2D art guy and requires a lot of angst to get any changes done. In my case, the art guy did one generic button and then he was done all the buttons anywhere in the game. Nobody is slow down waiting for someone else to finish a screen with the button moved 4 pixels to the right.

3. There are probably 3 or 4 other libraries that contributed visual elements like panels, labels, animations, etc. I pick and choose from the best of breed.

4. All the DirectX DirectPlay LAN code is 3rd party. Same for the DirectX DirectSound support. All the PBEM internet plumbing is also 3rd party.

5. I was just told to add in alpha-blended animations for the nuclear blast effect. That is way out of my depth as a graphics guy but with a little looking around - you guessed it - and I was playing them in FPG by the end of the same day.

6. The game used to read and write Excel OB files for convenience. Same deal using OLE automation.

AI? zilch - I had to write all my own but that is OK since I expected to. There are some interesting Delphi AI components out there but they were too hard to get going with. www.riversoftag.com for one.

Sadly none of these will work with VB but VB has a world of components of its own. If you are creative you may be able to go a long way.

Yes, Matrix wanted to standardize on Microsoft Visual C++ but in reality they take what the programmers are already best at and can bring a lot of skill to. I could never finish a game now if it was in C++ but that is just me. I don't think any are any done in VB but there is one now in C# and maybe the VB equivilent would be viable too.

There are quite a number of books now on getting started in games that you ought to look up on Amazon. Making a game is a great deal of work though and not as fun as it sounds. Me, I have the bug to do it just for my own satisfaction and progress as a programmer. If you want to earn a living from it, you are likely to be out of luck. For every 10 games that get planned, 1 gets started. For every 10 that get started, 1 gets finished. For every 10 that get finished maybe 1 earns enough to be worth the bother. Pretty long odds!

If you are reasonably proficient in VB you could be over the hump with Delphi in about a week and be fairly up to speed in 4 to 6 weeks. Visual C is a much more marketable skill to have but the conversion takes a lot longer I think then Delphi does.

Ta, Rob.

ORIGINAL: JudgeDredd

Thanks Robert.

I always thought games (all games) were written in C.

I program in Visual Basic 6 and, to be honest, I couldn't understand where to begin when writing a game...not even sure it can be done in VB!

As for the 3rd party components (I know about not wanting to re-invent the wheel), can you give me an example of one?
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JudgeDredd
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RE: Tutorial Graphics added

Post by JudgeDredd »

Again, thx for the indepth (as you dare go) on your inner workings.

I know programming is hard work - but think this - you are programming for your passion - games. That means you get to make the you want. Me? I get to prgram DB apps (Membership software, NVQ Admin systems)...soalthough it must be hard graft - youget to program your passion.

As I said earlier, I program...so I know how difficult it is...especially staying focused. Whenever I am given an idea, which turns into a feasability study - and to a design specification and then a full system specification - I am pumped! And then I start to put the fruits of my labour down in code - and I'm still pumped....but when you get to those little "tweaking" parts - the interest suddenly starts to wain....and eventually I can't be bothered and it's only the fact that I am paid to do it that makes me finish it.

Maybe I'll look up something. I just want to know if it can be done. Something small...but when I think about it, I think "...so, even if I have my windows with my nice bitmap on it...how do I get those counters to move along the road?...What makes that happen...?" That's where I get stumped. (although I'm sure there will be a lot more to stump me before that!

Anyway, thanks for the info. I look forward to giving you my money. [:D]
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Paul Wykes
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RE: Tutorial Graphics added

Post by Paul Wykes »

Just want to say that the counters look really good. Very clear.

I assume they can be toggled with standard NATO symbols?

Keep up the good work, looking forward to it now even more.
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IronManBeta
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RE: Tutorial Graphics added

Post by IronManBeta »

Yes, it is just a menu item toggle to switch between the old NATO symbols and these new silhouettes. Some of the latter need just a bit more work to clean up the backgrounds but everyone seems to like them more than the symbols. Rob Armstrong is a genius with this stuff.

Cheers, Rob.


ORIGINAL: Paul Wykes

Just want to say that the counters look really good. Very clear.

I assume they can be toggled with standard NATO symbols?

Keep up the good work, looking forward to it now even more.
Splusmer
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RE: Tutorial Graphics added

Post by Splusmer »

JudgeDredd, HPS's "Decisive Action" was originally programmed in VB6 (and might still be--I'm not sure).

I've heard of a number of commercial games (and not just online games) using Java now. I know some pros who like C#, Battlefront's "Strategic Command" was written in something different (Eiffel, I think), and a lot of the pros insist on regular C instead of C++. So I guess it's whatever works best for you!

I'm sure looking forward to FPG! I really enjoyed the original SimCan game(s) it is based off of, but didn't like that I had to do all the mapping myself. This modern version will give me what I really wanted all those years ago--yaaayyy!!
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IronManBeta
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RE: Tutorial Graphics added

Post by IronManBeta »

Interesting post!

I was talking to the person behind Tin Soldiers at Origins and he siad the whole thing was done in C# in 6 months. I was astonished but hey, there are some pretty sharp programmers out there (pun intended) and for all the differences between languages, the variation between programmers is much, much larger. If you can find someone who is good at a particular language, you can get a reasonable game out of it. You don't always have to start with C++ if that is not your forte.

Other times programmers will use the latest and greatest language for bragging rights but really hardly touch any of the new features. For a long time all C programmers had a C++ compiler on their machine and suposedly used it, but if you looked at the code you could see that they were hardly using the object oriented extensions at all. It was too darn hard! They were still C programmers and doing perfectly acceptable work with that.

I like Delphi because it is easy and has lots of 3rd party support. Also, if you want to program it like C then you can. You can even throw in assembly language seamlessly if you like. I tried a snippet of assembly to alpha-blend colours on the fly and darned if it didn't work. Generally though it is highly readable and the constructs don't bend your mind as much as the equivilent in C++. Real world speed of the exe file is just the same as anything else nowadays. I haven't looked at Visual Basic for several versions now, but I don't doubt that you can crank out an industrial strength, high speed game with it now too. I'd rather work in that if I was comfortable than in C# if I was not. The productivity gains are measured in orders of magnitude!

A big part of the question too is how much legacy code you want to reuse. Sometimes there is quite a lot and if the person who wrote it is no longer around, then you really can't change it anymore. That would be a real big factor as to why some are still writing in C. Nothing wrong with that of course. Resources are scarce and you have to work with what you get.


My word, another SimCan veteran! I think you will see a lot of the old MBT game in Flashpoint still but obviously there will be a lot of differences too. I have been somewhat creative. It should be fun for you! Steve Newberg, my old friend and head honcho of SimCan, has blessed my efforts but has been careful not to actually play the new game for fear of puncturing my fragile ego. ("Just send me the royalty cheques, Rob.") Someday he will grace it with his presence and then I'll find out what he thinks of his project 25 years on....


Last call went just out to all the contributors to get their various parts done so that we can ship this thing. David is impatient. I need to collect the last little bits, do a final reality check, tidy up and then we are ready. I would be shot if I mentioned a date, but we are getting close now.

Cheers, Rob.

ORIGINAL: Splusmer

JudgeDredd, HPS's "Decisive Action" was originally programmed in VB6 (and might still be--I'm not sure).

I've heard of a number of commercial games (and not just online games) using Java now. I know some pros who like C#, Battlefront's "Strategic Command" was written in something different (Eiffel, I think), and a lot of the pros insist on regular C instead of C++. So I guess it's whatever works best for you!

I'm sure looking forward to FPG! I really enjoyed the original SimCan game(s) it is based off of, but didn't like that I had to do all the mapping myself. This modern version will give me what I really wanted all those years ago--yaaayyy!!
Splusmer
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RE: Tutorial Graphics added

Post by Splusmer »

ORIGINAL: RobertCrandall

I like Delphi because it is easy and has lots of 3rd party support. Also, if you want to program it like C then you can. You can even throw in assembly language seamlessly if you like.

Robert, how radically different is Delphi from "old time" Pascal? I learned Pascal in school (BS CS, 1989), and still have probably programmed in it more than anything else (except maybe 6502 assembly and Atari Basic!).
ORIGINAL: RobertCrandall
My word, another SimCan veteran! I think you will see a lot of the old MBT game in Flashpoint still but obviously there will be a lot of differences too. I have been somewhat creative. It should be fun for you! Steve Newberg, my old friend and head honcho of SimCan, has blessed my efforts but has been careful not to actually play the new game for fear of puncturing my fragile ego. ("Just send me the royalty cheques, Rob.") Someday he will grace it with his presence and then I'll find out what he thinks of his project 25 years on....

I'm looking forward to it! The original had some super creative ideas in it (like losing comms with your own units!). I had a small hand in helping this all along--as I recall, I told Stephen he should contact David (or was it the other way around)?
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IronManBeta
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RE: Tutorial Graphics added

Post by IronManBeta »

If you know any Pascal at all then learning Delphi would be like a duck learning to swim. Back in the Delphi 1 days there were a number of introductory books on it but they are pretty much gone now I think. Of course, the Web is new since then so the need for them is much less. If you have a little project (_not_ a wargame!) then you ought to be able to get up to speed pretty quickly. You will always be learning new things of course, but 6 weeks to comfortable and 6 months to expert would be a reasonable expectation.

The old MBT games could be pretty chaotic to figure out what was happening (gee, just like the real thing maybe?) and the communications link business was a big part of that. David asked me to tone it down a little so that new gamers wouldn't get frustrated too fast. On the harder settings though you can reproduce it all pretty well again.

I'm still collecting artwork and scenarios back from people and then redoing various items for the umpteenth time. If we only had to do things once the game would have shipped over a year ago. I can't help but notice that when you have to do them 4, 5, 6, .... n times over before everyone is happy then the time stretches out mightly quickly!

Cheers all, Rob
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IronManBeta
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RE: Tutorial Graphics added

Post by IronManBeta »

ORIGINAL: Splusmer

I'm looking forward to it! The original had some super creative ideas in it (like losing comms with your own units!). I had a small hand in helping this all along--as I recall, I told Stephen he should contact David (or was it the other way around)?

I'm certainly glad you did!
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