I released funlutab 2.2. Added max, min, reverse, sum and multiply functions; error messages; fixed a small bug with unpack function.
PS: don't worry, i'll update my modules not too often, so there won't be many uninteresting posts like this
I'm sorry, there was a delay but now i'm here and i'm not going to repeat this mistake
This weekend i renamed attacks stats in messages and added UI for selecting player type (human or bot). This is a test bot, it just builds all the buildings in order
There's a lot of hard and long work ahead with bots so good luck to me (and my friend if he agrees to help me)...
Added background music and credits page. The icons to the right of the names are links to their profiles. Also enlarged scales because they were difficult to hit.
Now bots can attacks each other (more precisely, use shellings and tank battles). They decide what cell to attack based on the importance of cells (the cyaner or yellower cell color is, the more important it is (but the color changes non-linearly to make it easier to see the difference))
Bots decide how to attack building (use shelling and then tank battle or tank battle only) depending on what variant is cheaper
But they can't storm because i myself don't use this type of attack. The same situation is with landings (i don't use them too). So i ask you: when should bots storm buildings and use landings? I really don't, so please help me.
Working on the tutorial. Initially, i wanted to make an interactive tutorial but i realized it will be too difficult, so tutorial is just text with screenshots.
Unfortunately, I'm not much of a painter 😔
Last picture this year. Happy holidays, guys!
I've synchronized buildings animations and drawn the explosion (demolition) animation. Am I the only one who thinks the new animation looks like pulsating membrane?
You gave me an idea: add story mode in my game. Players will be able select "classic" (no story) or story mode from the main menu. But i won't add it this year, i have a lot of plans: game save, bots, online-multiplayer...
Thank you very much. I think it'll be very nice...
I like your game! Do you plan for there to be a plot, or is it more of a chess style game?
My game is a game without any plot. I want it to be a chess style game with economy elements.
PS: thank you, i appreciate it when you ask me questions. This means you like my game and want to know more about it
Hi there!
I hope you (unlike me) remember about the poll where i asked you how to rename attacks stats (ground attacks (left), air attacks (left))
Let's look at the results:
Tumblr (2 votes):
. . . . user variants: 100%
. . . . . . . . Variants:
. . . . . . . . . . 1. attacks left -> attacks
. . . . . . . . . . . . attacks -> attacks will be
. . . . . . . . . . 2. attacks left -> attacks
. . . . . . . . . . . . attacks -> attacks production
Discord:
. . . . 'this' and 'next': 100%
We see that the "'this' and 'next'" variant won. But i think players' variants from comments are better because they don't have a prefix to attacks left stat. I think the 1st player's variant is the best because it's little shorter than the 2nd. It looks like this:
But you can still suggest your own variants
This weekend i'll just be fixing bugs so i may not post a devlog
Added the control section in the settings menu, but it's read only. I added so little content because i'm currently optimizing the game.
I plan to add a background music, so if you're good at making music, let me know so your tracks can get into my game
Added the bots section to the settings menu and the randomness factor option
If this option is selected, bots will choose a random cell when choosing between two identical ones (which one to build on or which one to attack). This makes games little more varied