Unit Depictions on Screen

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Froonp
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RE: Unit Depictions on Screen

Post by Froonp »

I'm not really sure of what you are describing by "being shot down", but I replied to you on the WiF discussion list, without shooting you down I think.

Cheers !

Patrice
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RE: Unit Depictions on Screen

Post by Froonp »

I have the last version CM made available, and I haven't been able to find any "Loan" feature.
You have it when you right click on a unit.
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mlees
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RE: Unit Depictions on Screen

Post by mlees »

Please refer to post #260...

There appears to be a "sea-area border graphic fragment" at the south tip of the hex containing the N. Ireland minor port of Derry (1 hex west of Belfast)...

Is that to indicate what sea area that port borders? Or is it a glitch?
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RE: Unit Depictions on Screen

Post by Shannon V. OKeets »

ORIGINAL: mlees

Please refer to post #260...

There appears to be a "sea-area border graphic fragment" at the south tip of the hex containing the N. Ireland minor port of Derry (1 hex west of Belfast)...

Is that to indicate what sea area that port borders? Or is it a glitch?

Good eyes. Can you find the second one?

The logic that is confused concerns the fact that the two hexes in question are both coastal hexes which border on different sea areas. Usually I want a sea area boundary drawn there. However, I do not want one when the connecting hexside is "all land".

I am aware of these glitches and I am trying to figure out the code that draws in the sea area boundaries. I spent 4 hours on it yesterday with no good result. However, I also spent another 6 hours on two other problems that have been driving me nuts, and solved those two - finally. It's just that sea area boundary code that remains an enigma. I have set it aside for now and will take another look at that code when I am fresh and less irritated with it.
Steve

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mlees
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RE: Unit Depictions on Screen

Post by mlees »

Good eyes. Can you find the second one?

Yes. SW corner of the minor port of Inverness, northern Scotland.

It just occured to me that this was the "Unit" thread, not the "Map" thread. My apologies.

So far, I am pleased to see the attention to detail here, as with the map. WiF FE had some of the best looking (especially SiF and PiF) counters in the board game collection I have, and I give kudos to you for trying to "port" that to the computer version.

I am not color blind, so I cannot help settle those types of questions. In regards to the non-elite German SS units, I can get used to any color for the unit-strength digits, but I think I prefer the red digits outlined in white.

If I may, is there a rough ETA yet on scanning the ship and aircraft images to the counters yet?
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RE: Unit Depictions on Screen

Post by Shannon V. OKeets »

ORIGINAL: mlees

If I may, is there a rough ETA yet on scanning the ship and aircraft images to the counters yet?

Not directly under my control, but I am working on correcting that.
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Anendrue
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RE: Unit Depictions on Screen

Post by Anendrue »

This is a catch up post as I have been out of pocket for many months. After skimming the posts on counters I am curious why the counters were not given a lifted 3d tyoe of view? This is easily obtained by using a single line of pixel shading on each side of the rectangle or square used for the counter. Typically a darker shade on the left and bottom and a lighter shade on the right and top.

Of course I am assuming that the screen shots will be typical of MWiF. If this has been previously covered, my apologies.

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RE: Unit Depictions on Screen

Post by Shannon V. OKeets »

ORIGINAL: abj9562

This is a catch up post as I have been out of pocket for many months. After skimming the posts on counters I am curious why the counters were not given a lifted 3d tyoe of view? This is easily obtained by using a single line of pixel shading on each side of the rectangle or square used for the counter. Typically a darker shade on the left and bottom and a lighter shade on the right and top.

Of course I am assuming that the screen shots will be typical of MWiF. If this has been previously covered, my apologies.



This has come up several times previously. The status boxes at the top of the counters, the outlining that is done for selectable units, and the general lack of space make it very difficult to design and implement - and therefore unlikely.
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Anendrue
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RE: Unit Depictions on Screen

Post by Anendrue »

Thanks for the info. BTW I appreciate the work your doing and it seems to be absolutely great. I can't wait to get a copy.
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RE: Unit Depictions on Screen

Post by Hairog »

This game looks great and I can't wait for it to come out. The graphics depicted are just super except for one thing. I can stand the depiction of the little airplane on the counters. Maybe there are constraints I'm not aware of but this little graphic is ugly. I don't know if these will show up but here is a 3 pixel wide graphic




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RE: Unit Depictions on Screen

Post by Hairog »

and here is a 2 pixel wide graphic.



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RE: Unit Depictions on Screen

Post by Hairog »

As I said maybe I'm not aware of all the constraints for the graphics on the counters but if you could I would revisit the plane graphics. The ones on the board game were one of the best parts of the game.
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RE: Unit Depictions on Screen

Post by Caranorn »

As I understand it, the game artist is working, or will work on ship and air graphics, identical or similar to those of the board game. So what you have seen so far in Steve's Screenshots are just placeholders (dating back to CWiF).
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RE: Unit Depictions on Screen

Post by Shannon V. OKeets »

ORIGINAL: Hairog

This game looks great and I can't wait for it to come out. The graphics depicted are just super except for one thing. I can stand the depiction of the little airplane on the counters. Maybe there are constraints I'm not aware of but this little graphic is ugly. I don't know if these will show up but here is a 3 pixel wide graphic




Image

I made the change to your bitmap, simply because it was better. Thanks.

My artistic skills are very limited. Would you like to try one for fighters? This one seems more appropriate for bombers. I am working with 22 by 22 bits in monchrome.

What Caranorn says is true, but I want to have medium resolution and low resolution images available too - for all air and naval units.
Steve

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Hairog
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RE: Unit Depictions on Screen

Post by Hairog »

Here are some fighter ideas.



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RE: Unit Depictions on Screen

Post by Shannon V. OKeets »

Thanks.

I'll make the changes tomorrow for the fighters and post some screen shots of both. [Eyes no longer focus.]
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RE: Unit Depictions on Screen

Post by Dreadnought1979_slith »

Where are the screenshots of the ships and planes ......(cant wait to see them) Its very important to me that they look quite similar to the board game. the pictures of the boardgame brought more atmosphere to the game.

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RE: Unit Depictions on Screen

Post by Shannon V. OKeets »

ORIGINAL: Dreadnought

Where are the screenshots of the ships and planes ......(cant wait to see them) Its very important to me that they look quite similar to the board game. the pictures of the boardgame brought more atmosphere to the game.

I have the artist working on the map icons at the moment (e.g. cities, ports, resources, and factories). The first set of icons he prepared were beautiful but 1/4 size. Increasing the number of pixels by making them full size, should make them even better. And then I'll post them so everyone can comment on them.

The high resolution air and naval units are next in his queue. I want to see a few examples first to make sure what he provides I can readily integrate into the existing mechanics of rendering the units on the screen. It shouldn't be too hard to do, just require a high level of precision to get the very best from 96 by 96 pixels (high resolution size, 24 bit color).

As anyone who reads this forum frequently will tell you, when I have them, you will see them.
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RE: Unit Depictions on Screen

Post by tigercub »

I must say it`s all looking very good shannon great work a pat on the back!
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RE: Unit Depictions on Screen

Post by Shannon V. OKeets »

ORIGINAL: tigercub

I must say it`s all looking very good shannon great work a pat on the back!


Thank you. They more people I make happy, the more copies of the game will be sold.

-------------------

Here is a screen shot I promised someone a while back. I have been waiting for something else that would be interesting to show at the same time. Two birds with one stone and all that.

The changes are:
(1) The fighter icon to go with the bomber icon. These are intended only for medium to low resolution counter depictions.

Spiffed up Setup Units form.

(2) The buttons now work so you can select subsets of the unit lists. In this case I have FTR and ARM depressed, so only those unit types are shown in the form. When all the buttons are up, then all the units are shown. Multiple buttons can be depressed at the same time. For example, the HQ units could be added to the displayed units in the form by depressing the HQ button.

(3) Colors for the buttons. The air unit buttons are blue. Note that there are only fighters (FTR) and land based bombers (LND) available to be set up. There are no air transports (ATR), naval air (NAV), nor carrier planes (CVP) to be set up in Europe/Africa for the USSR. The last is a reference to this Group's Set Up Area. The land unit buttons are a dark maroon. The naval unit buttons are green. If you wanted to switch to setting up the naval units, you would press the "Show Naval" button and the land units would disappear to be replaced by the naval.

(4) If there were no naval units then the button would read "No Naval" and be disabled. If there are neither naval nor land units, then the buton would read "Only Air".

(5) The 3 units with the labels "In Stack" underneath them are being positioned on the map. Now, the Screen Capture function removes the cursor from the screen shot, or you would see that the leftmost units (a stack of 3) are under a cursor and moving around with the cursor. The 2-6 mechanized, 4 GD, is shown twice. Once it is dropped on the map, it (and its 2 friends) will be removed from the list above.

(6) I have changed the meaning of the ARM button to only include Armor and Mechanized units. This is because only those units receive armor shifts when attacking and can advance two hexes on a successful blitz attack.

[For those who are curious, these are the light colored rivers.]

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