Advance Wars: Project

Discussion of complete and in-progress major AW Hacks or Projects - challenge hacks, War Room map packs, Online Advance Wars sims.

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Fri Jul 30, 2010 7:34 pm

On a related note, is there a limit on what graphics you can use?
They need to be relatively colour limited - 4-5 pieces of terrain have one palette (total use of palettes is 4x 16 colour palettes for all the terrain - Properties are handled separately) and the only things that animate are the ones that already animate.

Here:

Code: Select all

Tilemap Palettes:
Plains, Mountains, Forests: Pal 0
		Transparent: 0
		Plains: 1-3
		Forest: 3-5, A-F
		Mountains: 6-9
Plains, Pipes: Pal 1
		Transparent: 0
		Plains: 1-3
		Pipe: B-F
Plains, Sea, River, Reef: Pal 2
		Transparent: 0
		Plains: 1-3
		Ocean/River: A-F
Plains, Roads, Bridges: Pal 3
Could COs have alternate costumes if you were so inclined?
In theory, sure. In practice there's a lot of screwing around you'd need to do.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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donnytondesterkste
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Re: Advance Wars: Project

Post by donnytondesterkste » Sat Jul 31, 2010 12:07 am

"I'd sig that, but no room. >_>" -Blame Game

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Sat Jul 31, 2010 12:54 am

Yeah, the tileset will be a game setup option.

As far as other tilesets go...depends. There's a lot of limitation:

Image Pal 0
Image Pal 1
Image Pal 2
Image Pal 3

That shows what tiles use which palettes (palettes 0, 1, 2 and 3 respectively) - You can specify a custom set of palettes but as you can see a bunch of tiles share their colours. For the River and Shoal tiles, they have 4 frames of animation by default, but AW2 supports up to 8 for the river tiles and 4 for the shoals/ocean. While properties are on that tile sheet, they're not actually used in-game from here (they have their own tilesheet)

I'd actually like to co-opt the fog of war tile palettes to double the number of palettes I can use, but I'd have some working out to do.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

OVC

Re: Advance Wars: Project

Post by OVC » Sat Aug 07, 2010 4:26 pm

Im so exited for this :)

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Wed Aug 11, 2010 9:01 am

Just a minor update today folks.

I might get another one out tonight.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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DieselPheonix

Re: Advance Wars: Project

Post by DieselPheonix » Wed Aug 11, 2010 9:43 am

Ah, very good.

How long until all unit costs, damage tables, and such are made available?

Xen

Re: Advance Wars: Project

Post by Xen » Wed Aug 11, 2010 9:48 am

Probably close to release.

I estimate a metric fudge of balancing will need to be done :P

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DieselPheonix

Re: Advance Wars: Project

Post by DieselPheonix » Wed Aug 11, 2010 9:54 am

What sort of balance are you going for, anyway? Presumably you're trying to encourage combined arms with the rebuild upkeep.

Xen

Re: Advance Wars: Project

Post by Xen » Wed Aug 11, 2010 10:20 am

Mainly a pretty aggressive game a la DoR with as you said, yeah a combined arms game.

Xen

Re: Advance Wars: Project

Post by Xen » Fri Aug 13, 2010 9:34 am

As it turns out, the next blog update may take a while.

My home internet connection has died so I can't exactly upload anything :(

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Mon Aug 16, 2010 9:23 pm

And a slightly more awesome update for today (despite the fact that it definitely needs some work): http://project.warsworldnews.com/featur ... s-upgrade/
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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DieselPheonix

Re: Advance Wars: Project

Post by DieselPheonix » Tue Aug 17, 2010 4:33 pm

Why does it need work? Is it buggy?

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Tue Aug 17, 2010 5:41 pm

It works for me, but it'd be a pain in the arse for anyone else to use :P
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Sun Aug 22, 2010 4:56 pm

Now something less gameplayish but more plottish.

http://project.warsworldnews.com/mode/campaign/
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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DieselPheonix

Re: Advance Wars: Project

Post by DieselPheonix » Wed Aug 25, 2010 1:54 am

Is the campaign format restricted to how it was in AW2 or can you make some branching paths as in AW1? Or is your handiwork too much for it to handle so it's limited to a linear sequence like DS/DoR?

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kiwi

Re: Advance Wars: Project

Post by kiwi » Wed Aug 25, 2010 6:42 am

Xen i was genuinely looking forward to this thing until i read about the maths

also why do t coppers not have ACTION UNLOADING even in the ex pic those mans are clearly going to be shot

also also it needs a better name

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Wed Aug 25, 2010 7:30 am

I've been doing some uh...rounding since the other updates.

Because the copters are not pro enough.

Indeed.
DieselPheonix wrote:Is the campaign format restricted to how it was in AW2 or can you make some branching paths as in AW1? Or is your handiwork too much for it to handle so it's limited to a linear sequence like DS/DoR?
Basically I'm going to be messing around with it so it should be able to support some branching paths. How many branches is up to Terr, but there will be an initial branch to choose your campaign regardless.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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kiwi

Re: Advance Wars: Project

Post by kiwi » Sat Aug 28, 2010 2:14 pm

can i name it

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Sniffit II
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Re: Advance Wars: Project

Post by Sniffit II » Sat Aug 28, 2010 5:43 pm

Let's call it Fred!

[/joke] I think AW:project is fine, but then, that's just me.
i don't know what a bishop ninja is but if it can still move diagonal without being seen it's got my vote - Pkdragon

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Sat Aug 28, 2010 10:16 pm

If someone comes up with a better name I'll use it :p
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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DieselPheonix

Re: Advance Wars: Project

Post by DieselPheonix » Sun Aug 29, 2010 12:52 am

Oh no, kiwi's going to come up with something like Advance Wars: Dysentery Strike.

For a project with three members, the other two sure are mum about it.

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kiwi

Re: Advance Wars: Project

Post by kiwi » Mon Aug 30, 2010 2:36 am

what's wrong with my naming methodology i think we can all agree CRAP WARS has the best name out of all aw things

it's short and it tells you exactly what you're getting into, advance wars by web can be shortened to awbw which looks nice but it doesn't tell you you'll be waiting days to take your turn and when you do the page takes 5 secs to load every time you click something and awn is just 1 letter away from yawn

ANYWAY after much research and focus testing i have come up with a brilliant name

AWE

i don't know what the E stands for yet though

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Terragent
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Re: Advance Wars: Project

Post by Terragent » Mon Aug 30, 2010 1:57 pm

For a project with three members, the other two sure are mum about it.
I can't speak for anyone but myself here, but I'm not saying much because I haven't done much of the work that's being shown. Quite apart from the fact I've been fairly slack about contributing my part to it, my role is a relatively small one. I'm in charge of the game's script and have chipped in on occasion about a few game design features, but all of the coding is being done by Xen. Doing the hack was his idea in the first place, and it's been his determination and enthusiasm that have gotten it this far. If my contribution turns the hack from a neat thing to an awesome thing then that would be pretty cool, but it wouldn't be a thing at all without Xen's hard work.

I'll probably start spruiking a bit more when I've actually done/released more of my work.

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Mon Aug 30, 2010 8:33 pm

IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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kiwi

Re: Advance Wars: Project

Post by kiwi » Mon Aug 30, 2010 10:19 pm

that looks familiar

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donnytondesterkste
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Re: Advance Wars: Project

Post by donnytondesterkste » Tue Aug 31, 2010 4:12 pm

oh god no
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Sniffit II
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Re: Advance Wars: Project

Post by Sniffit II » Tue Aug 31, 2010 6:18 pm

W00T FOR ANTITANKS.

Seriously, they're awesome.
i don't know what a bishop ninja is but if it can still move diagonal without being seen it's got my vote - Pkdragon

FEAR ME, FEAR THE FIRE THAT BURNS IN MY BALLS, VERIDIAN FOREST! - Dragonite

Vote Sniffit for Space Dictator.

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kiwi

Re: Advance Wars: Project

Post by kiwi » Tue Aug 31, 2010 9:38 pm

when are we gonna see sexy sprites or hear bangin' tunes

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Xenesis
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Re: Advance Wars: Project

Post by Xenesis » Tue Aug 31, 2010 11:16 pm

When they're done and when I get x0's rocking tunes converted to play in AW2.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Laureola
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Re: Advance Wars: Project

Post by Laureola » Wed Sep 01, 2010 1:12 am

Xen, are you putting DoR style APCs in? Can you make them deploy bridges? Can you make it so?

;-;
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Gentleman of Dread
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Re: Advance Wars: Project

Post by Gentleman of Dread » Wed Sep 01, 2010 9:50 am

NO

CAN YOU MAKE

DUCKTANKS
Image

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Kireato

Re: Advance Wars: Project

Post by Kireato » Thu Sep 02, 2010 6:56 am

I don't like the antitank. You've extended its range so infantry can no longer hang just outside before coming in to attack, and there are no motorbikes. It's still a costly and slow indirect unit though.

Looking at the improved statistics screen I also notice that the recon is gone. :(
So what did you do with tyre type movement? Is it the old tyre type or is there type A and B?
Rockets zooming on plains would be pretty awesome.
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Xen

Re: Advance Wars: Project

Post by Xen » Thu Sep 02, 2010 10:06 am

Mm, delicious assumptions.

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donnytondesterkste
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Re: Advance Wars: Project

Post by donnytondesterkste » Thu Sep 02, 2010 10:48 am

what's worse is that even a properly balanced anti-tank turns AW into a rock paper scissors TBS.
"I'd sig that, but no room. >_>" -Blame Game

Xen

Re: Advance Wars: Project

Post by Xen » Thu Sep 02, 2010 11:45 am

As opposed to a rock-rock-rock TBS?

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donnytondesterkste
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Re: Advance Wars: Project

Post by donnytondesterkste » Thu Sep 02, 2010 4:45 pm

Yes, a rock-rock-rock TBS becomes more about resource and unit management to overpower the opponent, not just countering them.
"I'd sig that, but no room. >_>" -Blame Game

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Treedweller

Re: Advance Wars: Project

Post by Treedweller » Thu Sep 02, 2010 5:16 pm

Play the game when it's released. Theorytarding destroyed us.

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Kireato

Re: Advance Wars: Project

Post by Kireato » Thu Sep 02, 2010 7:45 pm

Theorytarding destroyed us.
lol
Yes, a rock-rock-rock TBS becomes more about resource and unit management to overpower the opponent, not just countering them.
If the only available option is rock, than you'll just try to spam as many rocks as you can and resource management goes out the window. And again, if you've only got rocks, you can swap their positions as many times as you want, you'll still have the same formation of units and that's all the unit management you'll get out of them.
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DieselPheonix

Re: Advance Wars: Project

Post by DieselPheonix » Thu Sep 02, 2010 11:54 pm

Oh no, we're going to need another topic split, this time on the ramifications of Advance Wars theory; or, imposing our own preferences on others and pretending we know what's best.

Drake

Re: Advance Wars: Project

Post by Drake » Fri Sep 03, 2010 12:42 am

The original antitank was rarely built anyways because copters were a much better answer to tanks. It needed some sort of buff.

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