version 1.008 PUBLISHED to GooglePlay "COOLguy Release"

In this forum I post the changes on the DEVELOPER version of the game.
These versions are (at the time i post them) not yet published to google play, only registered testers can download it and test it before publishing.

Non-tester forumers: if you want to get the DEVELOPER version (to see the changes sooner, or you want to try your own map designs) please EMAIL me to zerotouchsystems at gmail dot com to register yourself as a tester.
Stratego (dev)
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Re: version 1.008

Post by Stratego (dev) » Tue Jul 28, 2015 7:08 pm

1. new UNDO button - a little slow but as a first version a "5 level undo" option.
2. draftlist refresh bug is fixed (when u create map u dont see until u quit-reopen list)
up on server


i am open to suggestion to buttons order, because it is a little messy :)

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Re: version 1.008

Post by Stratego (dev) » Tue Jul 28, 2015 11:04 pm

a faster UNDO.
up on server in 5 minutes.

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COOLguy
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Re: version 1.008

Post by COOLguy » Tue Jul 28, 2015 11:56 pm

Very cool. :) :) :D

I think the button order is good. I would suggest moving the undo button into the top right corner (where the end turn used to be) and the scroll lock where the chat button used to be.
Thanks!
Josh

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The Pendulum
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Re: version 1.008

Post by The Pendulum » Tue Jul 28, 2015 11:56 pm

For the eraser, could we have that also erase units like infantry, barracks', and walls, etc? I've had many instances where i simply cannot get rid of unwanted walls and especially castles.

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Re: version 1.008

Post by COOLguy » Tue Jul 28, 2015 11:59 pm

To erase units: select the unit and hit the X button (the same delete button), but you are right that there might be an easier way to erase units.
Thanks!
Josh

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Re: version 1.008

Post by COOLguy » Wed Jul 29, 2015 12:28 am

COOLguy wrote:Maybe the icon for tile/list can change when in "tile" mode (like Windows Explorer on Windows operating system).
Daniel (the dev) wrote:icon change: ok, will come, any suggestions for icon?
When you get a chance (which might not be right away - I know how busy you are with all the new stuff... I'm "helping" on some of it :) ) would you send me the image? I have an idea that would be easy to edit from the current image.
Thanks!
Josh

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The Pendulum
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Re: version 1.008

Post by The Pendulum » Wed Jul 29, 2015 12:36 am

COOLguy wrote:To erase units: select the unit and hit the X button (the same delete button), but you are right that there might be an easier way to erase units.
Are you referring to the on device editor? How do i select units?! Lol i had no idea i could do that.

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Re: version 1.008

Post by COOLguy » Wed Jul 29, 2015 2:18 am

Yes on the on-device editor - tap on them. :) (when you are not putting down any tiles)
Thanks!
Josh

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Re: version 1.008

Post by Stratego (dev) » Thu Jul 30, 2015 9:19 am

new: the FIRST builtin RANDOM MAP made with on-device editor, that can be used in multiplayer too (only with v1.0008 or above) - Circle of hell!

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Re: version 1.008

Post by Stratego (dev) » Thu Jul 30, 2015 8:05 pm

update:
- mapeditor:
-- non-walkable decorations under: obst
-- walkable decorations under: decoration
- mapeditor: new erase_unit button (old delete option is removed)
- in unitlist the gridview/listview button icon changes

up on server in 10

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Re: version 1.008

Post by Stratego (dev) » Fri Jul 31, 2015 8:29 am

update:
- desert is autotiled too! thanks to coolguy!

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Re: version 1.008

Post by patroid » Fri Jul 31, 2015 9:51 pm

Yust wow.

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Re: version 1.008

Post by Stratego (dev) » Sat Aug 01, 2015 2:08 pm

update: you can give intro html (or simple text) under the map setup button.

up on server in 5

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The Pendulum
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Re: version 1.008

Post by The Pendulum » Sat Aug 01, 2015 7:47 pm

A suggestion that may help with maps created using the in game editor: forgive me if I'm way off base here but, all the tils and units and what not are loaded upon creating a new draft for a new map, right? What if, after activating the draft binto own maps, or into random maps, if all tiles and non buildable units that weren't used in said map were "unloaded"?

For example: a draft is opened in the editor with everything loaded; only green tiles and wood tiles are used; draft is saved and activated; upon activation, all water tiles, hills, snow, desert, etc, are unloaded (since they're not being used). Does this help any (with the frame rate being choppy)?

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Re: version 1.008

Post by Stratego (dev) » Sat Aug 01, 2015 8:06 pm

maybe, i had no time to check into the matter yet.

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Re: version 1.008

Post by Stratego (dev) » Sat Aug 01, 2015 8:11 pm

new:
- new picker button (to pick tile type unit+terrain from the map)
- on mapedit start a neutral terrain object unit is selected by default.
- also fixed some bugs (eg. pressing undo to zero undo possiblity)

up on server in 5

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Re: version 1.008

Post by Stratego (dev) » Sun Aug 02, 2015 10:06 pm

i digged myself into the speeup part and now i know what changes are needed.
- bad news that it will be more-more time to make it very fast (1-3 days...)
- good news is that i had a "quick" workaround, and made the on-device-made maps more faster. (i messed many with the FOG feature on the new rendering so that may be buggy too)

bad news 2: anything regarding rendering an on-device created map can be buggy now.
bad news3: when you are in the on-device editor and you put down many sprites (tiles) than it will get very slow on bigger maps - but if you quit the map and reopen it it will be fast again (with your changes)... dont ask.. this is now a hybrid solution - only the played games will be fast now - not the mapediting.

up on server in 10 minutes.

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Re: version 1.008

Post by Stratego (dev) » Mon Aug 03, 2015 6:28 pm

And some more fixes on mapeditor.
up on server in 5 minutes.

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Re: version 1.008

Post by Stratego (dev) » Tue Aug 04, 2015 5:46 am

Mapeditor: Deep water and a desert road autotiled! thanks to coolguy! (and some other fixes)

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Re: version 1.008

Post by The Pendulum » Wed Aug 05, 2015 12:04 am

Been having an issue with in game editor, not sure if anyones aware, but my obstacles and rocks all disappear after quitting the editor (even after saving) and only reappear after pressing the undo button.
They also don't make it into the activated version Of the map either.

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Re: version 1.008

Post by Stratego (dev) » Wed Aug 05, 2015 5:48 am

thanks! i am fixing it!

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Re: version 1.008

Post by Stratego (dev) » Wed Aug 05, 2015 5:58 am

fixes on the desertroad and seepwater autotileing - thanks to coolguy!
up on server in 5.

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Re: version 1.008

Post by Stratego (dev) » Wed Aug 05, 2015 7:39 pm

- deepwater autotile bugfixes, thanks to CoolGuy!
- new RANDOM map made by mapeditor: river pass - thanks to Chris!
- new FAN map made by mapeditor: Desert pirates thanks to CoolGuy!

please test/play these maps so see if they have any flaws - thanks!

up on server in 5 minutes.

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Re: version 1.008

Post by Stratego (dev) » Wed Aug 05, 2015 9:15 pm

The Pendulum wrote:Been having an issue with in game editor, not sure if anyones aware, but my obstacles and rocks all disappear after quitting the editor (even after saving) and only reappear after pressing the undo button.
They also don't make it into the activated version Of the map either.
thanks it is fixed ! up on server in 10 minutes.

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Re: version 1.008

Post by COOLguy » Wed Aug 05, 2015 10:15 pm

Daniel (the dev) wrote:
The Pendulum wrote:Been having an issue with in game editor, not sure if anyones aware, but my obstacles and rocks all disappear after quitting the editor (even after saving) and only reappear after pressing the undo button.
They also don't make it into the activated version Of the map either.
thanks it is fixed ! up on server in 10 minutes.
Hooray! :)
Thanks!
Josh

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Re: version 1.008

Post by Stratego (dev) » Thu Aug 06, 2015 6:31 pm

this one is fixed, please test it and give feedback.
thanks.
viewtopic.php?f=11&t=1901&p=13559#p13559

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Re: version 1.008

Post by Stratego (dev) » Thu Aug 06, 2015 10:19 pm

update: autotiling for mountains (on grass and on wood)

up there in 5

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Re: version 1.008

Post by Stratego (dev) » Fri Aug 07, 2015 10:52 pm

FOG and Explored maps created with mapedtor were awfully FOGged.
so some fixes are in.
up in 5

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Re: version 1.008

Post by COOLguy » Sat Aug 08, 2015 2:05 am

Daniel (the dev) wrote:FOG and Explored maps created with mapedtor were awfully FOGged.
so some fixes are in.
up in 5
I noticed that the decorations are visible on top of the fog. Is that now fixed?
Thanks!
Josh

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Re: version 1.008

Post by Stratego (dev) » Sat Aug 08, 2015 4:55 am

yes

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