I put up a new version, 7a, because there were some issues with the previous:
The fix for the movement bug turned out to be much more time consuming than expected. At one point, I got really mad and created a new system instead of trying to patch it up with strings and tape. Now, it works as far as I can tell.
The Viking Union trains also utilize the new code which helped with their hidden movement and respawn. If you kill a VU train, you will receive loot and the VU train will respawn at a VU station some time later, with higher combat values. ... read more
For the last couple of months, the development slowed down quite a bit. I had to concentrate on other, very important tasks. Such is life. However, I still got some stuff done:
During the last two weeks, I concentrated on the Viking Union trains and the graphics improvements and made good progress on both.
Changelogs:
Map
Events
Thanks to Gridranger, now I have admin rights. With that I could finally add all the recent updates, and there were many!
Current features:
The complete original game map is in and traversable (save for the hidden areas). Switches and tunnels working. The map graphics are all updated. I will add the original graphics back as an option.
Working engine controls. Speed, coal shoveling, pressure gauge etc. ... read more
Because of family reasons I was not able to progress in the last two weeks but the project is alive. Soon a new commit will come adding some functioning dashboard elements like the start/stop and the direction buttons to the current code base.
Against all appearances development not halted in the past three weeks.
I was working on an invisible frame widget that is an object halfway between a cocos node and a container like the div tag in HTML or the Frame object in TkInter. It took a lot of designing and testing to pick the best of the different conceptions. And all of thet for somthing that is invisible. :)
But the proof of the pudding is in the eating so I wanted to use the frame to contain something. Thats why I started to work on the clock widget. Of course to do that I had to draw the pieces of the clock first. With that done I assembled the clock widget and put it on the map scene. It was easy but I started to clean the code around it remembering the boy scout rule. http://programmer.97things.oreilly.com/wiki/index.php/The_Boy_Scout_Rule... read more
For milestone 2 functions left in draft stage after reaching milestone 1 were finished.
Ticket [#18] was done: [r19]
The hunt is still on.
The news of the week that Scarabeaus is back! :) We started to brainstorm about a team name.
[r18] is committed bringing the following changes:
Scrolling have been implemented [#27] and tile size is corrected on the [Map] page.
Tzoli progressed with the game save exploring.
The hunt for the "mastermind" behind the the viking trains is still on. Currently multiple explanations are considered:
The day before yesterday TZoli and me started to track Viking train movements. It seems more complex then we tought. TZoli posted about it to the forums so any fan of the game could help us with his or her observations: http://forums.sunlightsystems.de/viewtopic.php?f=20&t=635 So, let's hunt them!
Yesterday we successfully measured how much distance (km) a pixel and a tile represents. See [Map] for details.