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Monsters! - Battle for the Powerstones

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Re: Monsters! [D,GP]

Postby Lone.prophet on Sat Jan 09, 2010 1:54 pm

dolomite13 wrote:Can anyone point me to a good tutorial on how to soften/feather stroke that has been applied to a layer?

=D=


if you mean you made the stroke by layerstyle, than you can unattach the stroke by clicking on the layerstyle flap and select create image this way the stroke will become an editable layer which you can blur by own desire. if you dont mean this you have to specify for me to help
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Re: Monsters! [D,GP]

Postby dolomite13 on Mon Jan 11, 2010 2:17 am

Lone.prophet wrote:
dolomite13 wrote:Can anyone point me to a good tutorial on how to soften/feather stroke that has been applied to a layer?

=D=


if you mean you made the stroke by layerstyle, than you can unattach the stroke by clicking on the layerstyle flap and select create image this way the stroke will become an editable layer which you can blur by own desire. if you dont mean this you have to specify for me to help


Ah I started making a duplicate "flattened" layer and blurred that i then turned off the stroke on the original layer and put it over the other blurred one and it looks really good. I am about 1/2 way done (it takes a while) and should have an update soonish.

=D=
Last edited by dolomite13 on Wed Jan 13, 2010 1:05 pm, edited 1 time in total.
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Re: Monsters! [D,GP]

Postby RedBaron0 on Tue Jan 12, 2010 12:23 am

Fortnightly Review:

  • Your text color and size make it hard to read certain parts of your legend and background story, especially on the small map.
  • The monsters along the left side of the map aren't consistent with the powerstone overlaps rules when compared to the other monsters please clear this up.

Just a couple things to do! :)
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Re: Monsters! [D,GP]

Postby dolomite13 on Wed Jan 13, 2010 1:04 pm

RedBaron0 wrote:Fortnightly Review:

  • Your text color and size make it hard to read certain parts of your legend and background story, especially on the small map.
  • The monsters along the left side of the map aren't consistent with the powerstone overlaps rules when compared to the other monsters please clear this up.

Just a couple things to do! :)
I looked at the powerstones and had to stare at them and stare at them to figure out what you were saying but now I see that they are in front of the monsters instead of behind them. I will fix that and see what can be done about the legend areas. Work has been overwhelming this past week and I have a trip across the country comingh up tomorrow but I should be able to work on the map some after I pack this evening =)

=D=
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Re: Monsters! [D,GP]

Postby dolomite13 on Thu Jan 14, 2010 3:12 am

OK I have to leave for Boston for the weekend so I wanted to get something here for you to look at before I left.

Here is what is changed in this version
- Smoothed the rough edges (stroke) on the wizards and monsters.
- Moved 3 powerstones on left side to behind the monsters for consistency of overlapping.
- Made changes to font sizes, font edges, and font colors to try and make everything more readable across the bpard.
- Added a more opaque texture around the outer edge of the map, behind the key and story text to try and help make it more readable.

To Do
- move a few monsters and unit circles to better clarify overlaps.
- work on all of these changes for the small version of the map.

=D=

http://farm5.static.flickr.com/4056/427 ... a5a2_o.png
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Re: Monsters! [D,GP]

Postby dolomite13 on Sun Jan 24, 2010 8:34 pm

OK here are the large and small maps with all changes applied.

http://farm5.static.flickr.com/4061/430 ... bdb4_o.png

Click image to enlarge.
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http://farm3.static.flickr.com/2804/430 ... 694e_o.png

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Re: Monsters! [D,GP] - Graphics Updated (1/24/2010)

Postby RedBaron0 on Sun Jan 31, 2010 2:17 am

Well done and well deserved.

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Re: Monsters! [D,GP] - Graphics Updated (1/24/2010)

Postby MrBenn on Sun Jan 31, 2010 10:43 am

Welcome to the Final Forge ;-)
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Re: Monsters! [D,GP] - Graphics Updated (1/24/2010)

Postby Industrial Helix on Sun Jan 31, 2010 10:59 am

=D> =D>
Congrats! Very well deserved.
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Re: Monsters! [D,GP] - Graphics Updated (1/24/2010)

Postby dolomite13 on Sun Jan 31, 2010 3:26 pm

RedBaron0 wrote:Well done and well deserved.
Image


MrBenn wrote:Welcome to the Final Forge ;-)


Industrial Helix wrote:=D> =D>
Congrats! Very well deserved.


Thanx =)

I will get that XML updated as soon as possible, I look forward to the feedback from the final forge.

=D=
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Re: Monsters! [D,GP,GR] - On To The Final Forge =)

Postby dolomite13 on Thu Feb 11, 2010 5:02 pm

new XML coming this monday afternoon =)

sorry for the delay ...

=D=
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Re: Monsters! [D,GP,GR] - XML Updated (2/15/2010)

Postby dolomite13 on Mon Feb 15, 2010 11:55 pm

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Re: Monsters! [D,GP,GR] - XML Updated (2/15/2010)

Postby dolomite13 on Wed Feb 17, 2010 11:31 pm

XML Update

- fixed xml so holding 1 or 2 monsters actually gets the 3 bonus it was suposed ot get.
- removed 6 and 9 monster bonus from the xml as it is the same as holding 1,2 or even 3 monsters.
- fixed a connection to Goz with Gak that was incorrectly connecting to Geb

Map Maker - http://www.conquerclub.com/mapmaker/index.php
XML - http://www.bigottergames.com/downloads/monsters13a.xml (v0_13_17)
Small - http://farm3.static.flickr.com/2804/430 ... 694e_o.png (v0_13_17)
Large - http://farm5.static.flickr.com/4061/430 ... bdb4_o.png (v0_13_17)
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Re: Monsters! [D,GP,GR] - XML Updated (2/17/2010)

Postby dolomite13 on Thu Feb 18, 2010 2:38 pm

XML Updated

- Bonuses for 2 and 3 monsters removed to l;ighten xml.
- reworded the bonus names from things like "1 Monster" to "Monsters (1 - 11)" and "48 Monsters" to "Monsters (48)"
- "Grath" was set to a 3 bonus and now matches the other wizards.

I wanted to ask if this makes sense...

You get 0 bonus for 0 monsters... the monsters are the playfield for the standard bonus I assumed that it would make sense that if you loose all monsters you get 0. Does this sound sensible or should there still be a minimum of 3 even if you have no monsters?

Map Maker - http://www.conquerclub.com/mapmaker/index.php
XML - http://www.bigottergames.com/downloads/monsters13b.xml (v0_13_17 b)
Small - http://farm3.static.flickr.com/2804/430 ... 694e_o.png (v0_13_17)
Large - http://farm5.static.flickr.com/4061/430 ... bdb4_o.png (v0_13_17)[/quote]
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Re: Monsters! [D,GP,GR] - XML Updated (2/17/2010)

Postby MrBenn on Thu Feb 18, 2010 3:42 pm

dolomite13 wrote:I wanted to ask if this makes sense...

You get 0 bonus for 0 monsters... the monsters are the playfield for the standard bonus I assumed that it would make sense that if you loose all monsters you get 0. Does this sound sensible or should there still be a minimum of 3 even if you have no monsters?


It isn;t possible to have a 0 territory bonus - which is why Poker Club gives out 1, with all the awarded bonuses reduced by one...
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Re: Monsters! [D,GP,GR] - XML Updated (2/17/2010)

Postby dolomite13 on Sun Feb 21, 2010 9:13 pm

MrBenn wrote:
dolomite13 wrote:I wanted to ask if this makes sense...

You get 0 bonus for 0 monsters... the monsters are the playfield for the standard bonus I assumed that it would make sense that if you loose all monsters you get 0. Does this sound sensible or should there still be a minimum of 3 even if you have no monsters?


It isn;t possible to have a 0 territory bonus - which is why Poker Club gives out 1, with all the awarded bonuses reduced by one...


Ah... I shall set it for minimum 3 ... which is how I believe the "classic" map works =)

So its minimum 3 that means first bonus is at 12 (+1) so I lowered all bonuses by 3 across the board and removed anything below 12 so this should make the bonuses correct.

http://www.bigottergames.com/downloads/monsters13x.xml

0-11 = +3
12=14 = +4
15-17 = +5
18-20 = +6
21-23 = +7
24-26 = +8
27-29 = +9
30-32 = +10
33-35 = +11
36-38 = +12
39-41 = +13
42-44 = +14
45-47 = +15
48 = +16

=D=
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Re: Monsters! [D,GP,GR] - XML Updated - Bonus Question

Postby -=- Tanarri -=- on Mon Feb 22, 2010 3:16 am

You could always set the minimum to 1 and have it closer to the original idea. If you wanted to keep the 0 for 0 monsters idea, then you could also have owning a wizard be worth -1 deployable.

The other thing to consider is that it may be better to keep it at a 3 minimum, since otherwise it might get difficult to get started if you get screwed by the dice.
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Re: Monsters! [D,GP,GR] - XML Updated - Bonus Question

Postby natty dread on Mon Feb 22, 2010 8:58 am

If you wanted to keep the 0 for 0 monsters idea, then you could also have owning a wizard be worth -1 deployable.


Yes, but I don't think it's still possible to get 0 troops. You'll always get at least 1 troop for deployment even if your bonus is -6 or something.

Correct me if I'm wrong, XML gurus.
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Re: Monsters! [D,GP,GR] - XML Updated - Bonus Question

Postby Gilligan on Mon Feb 22, 2010 9:09 am

natty_dread wrote:
If you wanted to keep the 0 for 0 monsters idea, then you could also have owning a wizard be worth -1 deployable.


Yes, but I don't think it's still possible to get 0 troops. You'll always get at least 1 troop for deployment even if your bonus is -6 or something.

Correct me if I'm wrong, XML gurus.


I believe this is true - DiM wanted to do 0 deployment for territories in City Mogul but he had to do 1.
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Re: Monsters! [D,GP,GR] - XML Updated - Bonus Question

Postby dolomite13 on Mon Feb 22, 2010 1:44 pm

Well minimum 3 is the standard so that sounds good. That keeps people in the game and because we are starting with alot of neutrals on the game map I think it should help players get started.

From the XML check ....

Forza AZ wrote:Yes, all is OK now.


So I guess that means we are pretty much ready to roll... I am looking forward to seeing this map in BETA soon =)

Only 17 months of development went into this map ;)

=D=
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Re: Monsters! [D,GP,GR] - XML Updated - Bonus Question

Postby -=- Tanarri -=- on Tue Feb 23, 2010 11:38 pm

natty_dread wrote:
If you wanted to keep the 0 for 0 monsters idea, then you could also have owning a wizard be worth -1 deployable.


Yes, but I don't think it's still possible to get 0 troops. You'll always get at least 1 troop for deployment even if your bonus is -6 or something.

Correct me if I'm wrong, XML gurus.


Ahh okay, I guess that's how they fixed the previous problem. I remember my uncle played a game on Conquer Man when it first came out and the game went all weird when he had a -3 bonus. It wouldn't let him take his turn because it couldn't get passed the fact he had nothing to deploy.
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Re: Monsters! [D,GP,GR] - XML Check Passed

Postby dolomite13 on Sat Feb 27, 2010 2:12 pm

OK so the xml check passed ... are there any tweaks anyone can see to the placement of graphics etc? looks like we are close to beta of this one (has fingers crossed)

=)

=D=
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Re: Monsters! [D,GP,GR] - XML Check Passed

Postby Industrial Helix on Mon Mar 08, 2010 9:19 pm

You know, after checking to make sure all the coordinates looked about right it occurred to me that I was staring at monster pelvises the whole time... little weird, lol.

But yeah, everything looks square on. Let's beta test this map!
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Re: Monsters! [D,GP,GR] - XML Check Passed

Postby dolomite13 on Mon Mar 08, 2010 9:51 pm

Industrial Helix wrote:You know, after checking to make sure all the coordinates looked about right it occurred to me that I was staring at monster pelvises the whole time... little weird, lol.

But yeah, everything looks square on. Let's beta test this map!
hehe... yea after I put the unit circles there it almost seemed appropriate that they were called "Unit" circles ;)
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Re: Monsters! [D,GP,GR] - XML Check Passed

Postby dolomite13 on Thu Mar 11, 2010 11:50 am

XML Check passed 12 days ago. As far as I am aware there are no outstanding changes.

How about someone from the foundry stop by and let us know when we might expect and XML stamp and what the wait time of maps going to BETA is currently.

Thanx

=D=
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