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PostPosted: Sun Apr 22, 2012 5:03 pm 
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Do all the switches and curves have mathematically defined curvatures?

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PostPosted: Sun Apr 22, 2012 5:08 pm 
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Zephyris wrote:
Do all the switches and curves have mathematically defined curvatures?


i do not really get the question since i think any curvature in the world can be defined mathematically. does the image answer your question?

Attachment:
grid1.png
grid1.png [ 346.46 KiB | Viewed 703 times ]


//edit: i mean, does it answer the question, since you can see that the radii correspond to a certain number of tiles

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PostPosted: Sun Apr 22, 2012 6:45 pm 
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PostPosted: Sun Apr 22, 2012 7:38 pm 
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How does the 2D grid work with gradiented land?

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PostPosted: Sun Apr 22, 2012 7:51 pm 
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Leanden wrote:
How does the 2D grid work with gradiented land?


the 2d grid does not support multiple heights (except bridges). as soon as the 2d version of p1sim is complete ill switch to 3d isometric (like shown in the attached picture)

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Last edited by smallfly on Sun Apr 22, 2012 7:54 pm, edited 1 time in total.

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PostPosted: Sun Apr 22, 2012 7:52 pm 
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smallfly wrote:
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multi_switch.png

Yes, I was wondering about those. Nice! :D

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PostPosted: Sun Apr 22, 2012 8:03 pm 
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wow... the grass color can dramatically change the game look (see picture)

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PostPosted: Sun Apr 22, 2012 9:36 pm 
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the pedestrian bridge (see image) is not only eye candy but an important game element, since it influences the distance by foot and thus the decision if a citizen can reach a station by foot.

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PostPosted: Mon Apr 23, 2012 7:48 pm 
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(larger version attached)


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PostPosted: Mon Apr 23, 2012 9:11 pm 
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I see you will be supporting multiple inputs! Multi-touch, very nice ;-) :))

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PostPosted: Mon Apr 23, 2012 9:57 pm 
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Daan Timmer wrote:
I see you will be supporting multiple inputs! Multi-touch, very nice ;-) :))


yes, you will need one keyboard and six mice to control the game ;)

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PostPosted: Mon Apr 23, 2012 10:08 pm 
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Are these screenshots from a working prototype or just from graphics design?

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PostPosted: Mon Apr 23, 2012 10:12 pm 
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Leanden wrote:
Are these screenshots from a working prototype or just from graphics design?

the number of visible cursors show that its "only" an image. having written most of the concept i am currently designing the graphics to describe and illustrate the game details (like the amount of track radii, the size of modules, the sprite colors etc.)

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PostPosted: Tue Apr 24, 2012 11:11 am 
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PostPosted: Tue Apr 24, 2012 9:25 pm 
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changed the gui colors

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PostPosted: Wed Apr 25, 2012 6:51 pm 
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PostPosted: Fri Apr 27, 2012 10:43 am 
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Numbers show the number of stapled containers in one cell? The height?

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PostPosted: Fri Apr 27, 2012 10:54 am 
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LocoMH wrote:
Numbers show the number of stapled containers in one cell? The height?

yeah

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PostPosted: Fri Apr 27, 2012 12:11 pm 
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In generell I like what you showed on the last screenshots and I believe you theoretically already could create a good game around it, for example something like Industry giant2 with improved road- and railnetworks.
But I believe the topdown perspective (even if it's only 2D) could offer much more potential, if you would skip your idea of making it isometric some day (I think the right term is diametric projection).
Some advantages of topdown view are that you wouldn't need map rotation, scenery like buildings could be quite simple (=less workload, roofs could be transparent for some buildings), you could perhaps build roads and railroads more deliberatly like some modelrailroad design software do (for example www.trainplayer.com) and perhaps even offer the possibility to drive some cars or trucks in the game.


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PostPosted: Fri Apr 27, 2012 1:06 pm 
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robo wrote:
In generell I like what you showed on the last screenshots and I believe you theoretically already could create a good game around it, for example something like Industry giant2 with improved road- and railnetworks.
But I believe the topdown perspective (even if it's only 2D) could offer much more potential, if you would skip your idea of making it isometric some day (I think the right term is diametric projection).
Some advantages of topdown view are that you wouldn't need map rotation, scenery like buildings could be quite simple (=less workload, roofs could be transparent for some buildings), you could perhaps build roads and railroads more deliberatly like some modelrailroad design software do (for example http://www.trainplayer.com) and perhaps even offer the possibility to drive some cars or trucks in the game.


I really like the transport tycoon view, thus I will try to get to this view in future. But I try to keep as many advantages of the top-down view as possible (like avoiding the need of map rotation).

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