2012-02-02 03:29:53 (edited by Ian Reed 2013-02-11 05:06:32)

Greetings all!

I'm releasing Tactical Battle 1.12.

It comes with KeyWasFull's new Tomb Robber series, an updated version of his Conquering RedWall Abbey series, and an updated version of Allan Thompson's One shot wonders / Zombie House.
And of course my old getting started maps and an example map demonstrating the new items and equipment feature.

Some of the highlights of 1.12 have been:
random damage and chance to hit,
scripting,
random sounds,
more customizable teams,
the new rounds and turns system,
effects that cause initial damage or healing just as skills do,
effect modifiers that apply to a specific skill rather than all skills,
items and equipment,
and quite a few smaller but worthwhile features.

Hope you all enjoy!

Remember the game is free and the mailing list is the place to be if you want to create your own maps or interact with the map creators.

As always, the game can be downloaded from:
http://BlindAudioGames.com

Here's the full change list for version 1.12:
1 Added ability to specify numbers as ranges or dice rolls for flags related to inflict, restore and protect.
2 Added a chance= flag to skills that takes a number between 1 and 100 to indicate the chance of that skill succeeding.
3 Added the ability to do scripting in the game to add new features.
4 Added a Scripting Guide that documents how to do scripting in Tactical Battle.
5 Made it so that self_effects and self_remove_effects still occur even when a skill fails due to the chance= flag.  This allows an exhaustion effect to still occur on the caster even though the spell failed.
6 Added the ability to have more than one sound associated with a unit's cursor or death sounds and skill sounds.  Each time the game should play one it chooses randomly from the list associated with that sound.
7 Made it so that when a skill fails the game attempts to play the skilName_fail.wav sound instead of the normal sound.
8 Made it so if no fail sound exists for the skill it will play "skill_fail.wav" if one is available.
9 Fixed a bug where defeating a unit that blocked sight would not make the tiles behind it become visible.
10 Fixed a bug where splash effects would announce damage to a particular point even when it was 0.
11 Fixed a bug where if 2 map packs had intro music with the same filename the first music file played when you moved to the second map pack.
12 Added Team files that allow you to configure how many teams exist in your map pack and what names they have as well as how they feel about other teams.
13 Rewrote the way turns were handled to use a new Rounds and Turns system that is easier for everyone to understand.  (This breaks old maps)
14 Added a no_turn Team flag that indicates that team does not get a turn.  Useful for structures that do not belong to a particular team and don't need a turn.
15 Made it so that inflict and restore can be reduced to 0 due to modifiers and protects.
16 Added the following dynamic flags to Effects: health_ignore_max, health_restore, health_splash_restore, health_inflict, health_splash_inflict.
17 Added the splash_range flag to effects.
18 Added the ability to have effect flags affect specific skills.  For example these flags could be used on an effect to affect the attack skill.  attack_health_inflict_mod=, attack_health_restore_mod=, attack_actions_cost_mod=
19 Added a flag for terrain called special that makes it so that terrain is announced when pressing shift + T and the terrain sound is played whenever it becomes visible.
20 Added an allows_actions point flag and the shift + A hot key that announces any of your units who still have points that allow actions.
21 Revised the keys that give information and the ones that take you to the last source or target of an action.  All descriptions of the current unit, terrain and their effects can be obtained by pressing shift + F4.
22 Added the shift + P hot key for cycling through possible targets of the current skill.  Only useable when choosing a target for a skill.
23 Added an announce flag to effects.  If present the game announces whenever that effect is added or removed on a unit.
24 Fixed the bug where AI would not take range modifiers into account when determining if it could use a skill.
25 Added a chance_mod= flag to effects and terrain.
26 Added a sight_range_mod= flag to effects and terrain.
27 Added a hidden flag to Point files that stops them from being announced to players when the F4 key is pressed.
28 Added a not_useable_on= flag to skills.  It takes a comma separated list of unit types that this skill can not be used on.
29 Added a replace_terrain= flag on skills.
30 Added a fizzle_replace_terrain= flag on effects.  Note this does not occur if the effect is removed before it fizzles.
31 Added the ability to create custom items that can be used like skills or equipped to enhance your character and skills.
32 Added the ability to place items in the map editor using the I key.
33 Items are announced when your review cursor moves to a tile that has them and you can press F5 to get a list of the items.
34 Added the equip_slots= flag to Units.
35 Added the ability for items to affect a specific skill when equipped by specifying a skill prefix in front of _range_mod= and _chance_mod= flags as well as any point modifying flags.
36 Added the take_item flag to skills for defining a skill that takes items.
37 Added the useable_once and useable_forever flags to items to define how they should be consumed.
38 Added a manage_equipment flag for skills.
39 Created menus for equipping and unequipping items.
40 Added a ranged flag to items that indicate that range modifiers should affect the unit who equips the item.  Ordinarily the range modifiers are only applied if the unit's base range on a skill is more than 1.
41 Added the replace_skill_sound= flag for items.
42 Included Craig Brett's scripts and documentation.  Most notably he's included a script for charming / controlling / capturing enemy units.
43 Stopped the current tile from announcing right after you use a skill.
44 Moved the map packs into a sub menu of the main menu and removed the word "Play" from the beginning of each map pack name and each map name to facilitate better first letter navigation.
45 Fixed a bug where the shift + P key was not taking positive range modifiers into account.
46 Added the control + R hot key for announcing the current round.
47 Fixed a bug where choosing to use an item would allow you to back out to choose a different item but never let you cancel far enough to not use an item at all.
48 Added the items= unit flag for specifying which items the unit starts with.
49 Updated the equip_slots= unit flag so it can also supply starting equipment.
50 Made it so that when a unit dies all of it's items and equipment are placed on the ground.
51 Added a give_item skill flag.
52 Added a drop_item skill flag.
53 Added the control + shift + R hot key to reload the map editor.  Useful to make the map editor aware of new unit, skill or item files you've added.
54 Fixed a bug where map editor team toggling would only cycle through team numbers 1 and 2.  It now cycles through all defined teams.
55 Moved extra dll files to the lib folder so they don't clutter the root of the game folder.
56 Added equip_type= flags to units and items for handling scenarios like having warriors that can equip heavy plate armor while wizards can not.
57 Fixed a bug where items could not be used to summon units.

~ Ian Reed
Visit BlindGamers.com to rate blind accessible games and see how others have rated them.
Try my free JGT addon, the easy way to play Japanese games in English.
Or try the free games I've created.

2012-02-02 04:03:47

Sounds cool, could you please provide a link to the download

2012-02-02 06:18:13

Sure thing.

Here's a link to the website with instructions on running the game and a link to the download.
http://BlindAudioGames.com

I recommend that link because it has instructions on getting the game to run properly.

I was going to include a direct link to the user guide and download but the forum does not like me posting more than one link.

~ Ian Reed
Visit BlindGamers.com to rate blind accessible games and see how others have rated them.
Try my free JGT addon, the easy way to play Japanese games in English.
Or try the free games I've created.

2012-02-02 11:41:56

Wow, sounds really interesting. I'm gonna take a look at it.

Best regards SLJ.
Feel free to contact me privately if you have something in mind. If you do so, then please send me a mail instead of using the private message on the forum, since I don't check those very often.
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2012-02-02 16:38:54

Hi.

I've just finished a battle on the first map, and thus far i'm impressed. It's one of these very simple little ideas that has absolutely great potential to be a really interesting game, and though the game certainly needs more sounds, the ones you have and the music are pretty good already.

it took me a little while to get used to the fact that all units, spells, attacks etc only work horizontally, including things like healing touch, but once I got this things were great.

As to the game, one rather basic feature I would like to see is the ability to see on the map the hp of friendly and enemy units, and the ap of your units. This could even be atmospheric, eg "The evil boar is slightly injured" and thus add more to the game's overall feeling and illustrating the war aspect.

For ap, it got a little irritating hitting u and having to go  through "So and so has zero ap" to get to whichever unit had ap left, indeed you might considder having the n key switch betwene your units one at a time, sinse if their ap was shown on the map it would speed things up very much sinse you could then just flick through the units until you got to the one you wanted to move.

I'd also suggest you think of a slightly more catchy name than "tactical battle" as well, though that would depend upon what you wanted to do with the plot.

other than that, it looks great thus far and has many possibilities, sinse there are so many different factors you could play with, different classes and spells, different terrain types that affect unit movement, ---- eg rough ground that took more ap to traverse, missions and experience, collectable items on the map which you could move a unit to and pick up (though obviously that unit would then have to get back to safety without being got by the enemy), etc.

I'll be very interested to see where this one goes, and if your looking for story text and plot perhaps I could help there too.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2012-02-02 18:24:10

Hmm. I've reached battle 3, but it's very very slow due to the fact every single movement action is talked about at great length. Maybe you could add an option to the settings menu where you could set the level of detail. don't display enemy actions, display only attack, display only movement, display all. maybe

Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic.

2012-02-02 18:31:06

I'm not sure stewee, myself I thought that the text was about right. Possibly if there were more than about 10 units a side all having a go some sort of brief option would be needed, but I'm less convinced of that thus far.

Still, if it were an optional settings file then everyone could please themselves.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2012-02-02 19:02:35

I just downloaded and tested the game. I must say good job so far. As Dark said above it is a simple little idea that could have a lot of potential, and is the sort of thing right up my alley.

I definitely think there needs to be a way to check the status of  specific units rather than pressing u and getting the state of all units at once. It might work if you continue to have maps of three/four units, but I imagine as the game grows we'll want to be able to check the status of any specific unit on the board.

Another suggestion is maybe you should expand the map size. An 8x8 map is good for short little games like the game is now, but if you are thinking of any kind of campaign modes etc something like a 100x100 would be better because you could add a lot of elements like hills, forests, rivers, etc that would drastically change the tactical situation.

Last of all, I've got a question. According to the documentation it says I need DirectX 9 and .NET 4.0. I was just curious to know by DirectX are you using SlimDX for .NET applications or are you using Microsoft's Managed DirectX?

I have both installed on my laptop, but was curious to know which API you were currently using for the game as Managed DirectX is deprecated, but SlimDX is quite stable, and a very good DirectX API for C#.NET and VB.NET.

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

2012-02-02 19:38:17

Really nice job so far. As mentioned, more sounds are a must in my view. For example with archers, i think there should be the shot of a bow followed by the arow making contact. This is just an example, but it would still be cool to see things like that used.

2012-02-02 19:48:15

If I'm not mistaken, Ian is willing to accept sounds from people who have them.  We don't all benefit from a huge sound library or a dedicated sound guy.  I totally agree with the bow pull and arrow hit, I just don't have sounds for either to pass along to Ian.

I'm enjoying the game so far.  I lost my healer on mission 2 so I'm starting over.

- Aprone
Please try out my games and programs:
Aprone's software

2012-02-02 19:49:31

Hi Dark

Thanks for your great feedback.

Regarding the output of HP and AP.  You can currently press the U key to have the remaining AP of all your characters announced.  It will not announce any unit with 0 AP.
When on any friendly or enemy character you can press I to have all their unit information announced.  It first announces HP, then AP.

You can hit F to get the positions of all friendly units and e to get the positions of all enemy units.

These keys could be changed to announce HP as well.

Pressing N to rotate between your units that still have AP is a very good idea.  I'll be sure to add that feature.

My concern about announcing a units HP and AP when moving your cursor to a square is that I announce tile effects afterward and I didn't want to put too much information before that.  That said, most tiles do not have effects on them and the only effect I currently have for a tile is Blaze which I could indicate with some sort of fire sound.

So I can probably add AP and HP to the announcement when you move to a tile.

Regarding the name.  I absolutely agree.  Unfortunately I don't have storyline and I'm not sure exactly where I want to go with it.  I think there are a lot of possibilities to expand the game and even to make different games that run in the same basic engine but with different stats, themes and storyline.

I wanted to get the game out there to see if there was interest in it before I lost interest myself.

I initially had an idea about a larger game where you would hire mercenaries of different classes that would gain experience and you would take on contracts for defending towns or escorting merchants.  This would cause you to have to make decisions about how much money to spend keeping units employed and how to split them up between different missions.  You would want to have larger groups to handle a mission but splitting up your units to cover multiple missions at once could gain you more income.

I left out experience and the larger game idea realizing that I could do this simpler version and get it out there for people to play and expand it into a larger game later.

If you've got plot ideas I'd love to hear them.  You can email them to [email protected] or post them here.

Thanks

~ Ian Reed
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2012-02-02 20:00:22

Hi Stewie

On that third battle there are 12 enemy units so it does take a while.  I think making options to control what output is given is a good idea as different people could configure it the way they want.  I'll put some more thought into this.

Also you've probably noticed that you can interrupt the speech output while it's your turn, just not during the enemy's turn.

Hi Tward

I intentionally kept the map size small because I wanted people to be able to keep most of it in their heads.  I think I would get lost in a 100 by 100 map.  I had thought about doing a larger strategy type game where you could move groups of units on a higher level 8 by 8 map and when they come into contact with enemy groups they would fight in the current type of 8 by 8 tactical battle.

I believe it's managed DirectX.  I was not aware it had been deprecated.  I'll have to look into that.  I hope my instructions for installing are actually correct.  I link to DirectX on the website but I don't have a machine that lacks DirectX or the .NET Framework so the instructions are not tested well.

~ Ian Reed
Visit BlindGamers.com to rate blind accessible games and see how others have rated them.
Try my free JGT addon, the easy way to play Japanese games in English.
Or try the free games I've created.

2012-02-02 20:32:41

Hi Ian.

Just as a moderation point, please don't double post on the forum, sinse it makes things rather untidy and makes your replies harder to read. If you write an initial post, then want to add to it, say taking into account other people's comments, please just use the "edit post" link to add later comments to your earlier message.

Okay that over, there are some very interesting thoughts her.e

I knew about all the keys you mention accept the i key, that is a useful one. If the ultimate plan (as I hope), is to have many more tile affects, you ar right that keeping track of these in one go could make for a long message while navigating the map.

however, if there was were keys to cycle through your units and through the enemy, hitting I on each one to see it's status wouldn't be too difficult.

i'd hate to see complexities and different terrains and tyle affects missed just for fear of having too much speech.

other sorts of damage such as ice, perhaps magically created brambles that block the unit and are harder to move through (ie they cost more ap to move over that tyle), as well as doing minimal damage, perhaps a marsh which effect which has the increased ap cost but no damage etc. There are lots of possibilities, it just depends upon what terrain you want in the game and what units, so I'd myself prefer to leave this as open as possible.

As to tom's point about wanting larger maps, myself I actually don't agree. I see this far more as a game where you put more time and trouble into managing a smaller number of in game units with their own strengths and weaknesses, than a game where you manage hundreds of less complex units.

Afterall, in a game like time of conflict, the units can only really do a couple of things, attack, scout etc and have very few hitpoints.

here, I see it much more as a game where you independently command a small force with distinct strengths and weaknesses, and need to use them in concert against similarly unique enemies, even more especially if things like missions were added.

the largest map size I could see working would be a 20 x 20, and that only when you had perhaps 20 units of your own.

As to plot and campaigne mode, to be honest the system currently reminds me far more of a strategic rpg battle system than something in a stratogy setting. I'd therefore myself prefer something where you had a specific story and goal in mind played out on a large world map, with intermitant turn based battles against groups of wandering monsters or agains the enemy forces, interspurced with bouts of exploring the map, finding items and uncovering the plot.

The current system is more than capable of supporting characters gaining experience and improving their skills in damage or range, not to mention having new ones.

one fun idea indeed might be to combine stratogy and rpg with a mercinary theeme, so that you are a knight on a quest, but need to hier mercinaries to help you.

As you progress across the larger map you could find money or items, or information about the quest, and with this money could hier other characters by visiting inns up to a maximum party size, however your characters could be of different xp levels, and the longer they reamined with you the more experienced they got, ---- though you could also dismiss them and replace them with others to customize your group.

Of course ultimately the plan would be to get to the final confrontation and defeat some sort of nasty army.

one thing I like about a world map is that you could vary monsters and battles according to the terrain.

for instance, in a forest there would be lots of wolves, boars etc, and lots of trees blocking streight lines as well as obstructions like brambles, where as mountains would be more open and have rocks and rivers with enemies like trolls and goblins, ---- maybe even special tyles like scree or loose stones that could have chance of a stun effect on your character.

If you need help deciding upon an overall story, or writing dialogue etc, let me know, sinse I'd be glad to help there and do have at least some experience in that area.

I don't know why, I just personally saw the system far more as like a battle in an rpg than a military stratogy game.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

2012-02-02 23:44:58

I'm happy to say I've now beaten the first and second missions without losing anyone.  Missions 3 looks like it will be quite a challenge, so after I run some errands I look forward to giving it a try!  I'm very happy with the game so far, and I agree that it has loads of potential.

I think I agree with Dark on the idea of a smaller map and team size.  You really don't even need maps larger than the current 8x8, or at least not much larger.  Making the most from your small team, and making the most from your limited space seems to be a huge part of what makes the game fun.  If this were about commanding 30 units on a huge battlefield, it wouldn't seem like the same game to me.  If Ian decides to go for a larger game and map idea then that's totally fine with me, I'm just sharing my opinion.  smile

I know it's only a cosmetic thing, but it would be nice if a key let you rename your people.  I think that would have helped me keep track of which person was where.  I'll hear that a wolf is attacking one of my good warriors but can't recall which name went with which warrior until it's my turn again and I can check.  If I had named the people my own names, not only would I instantly realize who was being attacked, I'd probably care more too!  Not to mean I don't already care, but for example if you'd named your people after friends or family, you seem to get more into the situation when they're lives are on the line.

Once again, excellent work on the game Ian.

- Aprone
Please try out my games and programs:
Aprone's software

2012-02-03 00:08:06

hmm, does anyone know how to fix this problem? I have an error when I start th game.
---------------------------

---------------------------
An error has occurred.  Please notify the game creator of this error.  You can copy the entire error to your clipboard by pressing control + C.
System.FormatException: Input string was not in a correct format.

   at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

   at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)

   at System.Speech.Internal.SapiAttributeParser.GetCultureInfoFromLanguageString(String valueString)

   at System.Speech.Synthesis.VoiceInfo..ctor(VoiceObjectToken token)

   at System.Speech.Internal.Synthesis.VoiceSynthesis.BuildInstalledVoices(VoiceSynthesis voiceSynthesizer)

   at System.Speech.Internal.Synthesis.VoiceSynthesis..ctor(WeakReference speechSynthesizer)

   at System.Speech.Synthesis.SpeechSynthesizer.get_VoiceSynthesizer()

   at System.Speech.Synthesis.SpeechSynthesizer.SpeakAsync(Prompt prompt)

   at System.Speech.Synthesis.SpeechSynthesizer.SpeakAsync(String textToSpeak)

   at TacticalRPG.HM.SpeakAsync(String text) in C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\HelperMethods.cs:line 88

   at TacticalRPG.GlobalState.set_Caption(String value) in C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\States\GlobalState.cs:line 15

   at TacticalRPG.LockedMenu.Enter(World ent) in C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\States\LockedMenu.cs:line 16

   at TacticalRPG.StateMachine`1.EndChangeState() in C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\StateMachine.cs:line 52

   at TacticalRPG.StateMachine`1.Process() in C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\StateMachine.cs:line 32

   at TacticalRPG.Form1.GameLoopTimer_Tick(Object sender, EventArgs e) in C:\Data\Dev\Mine\Worthy\TacticalRPG\TacticalRPG\Form1.cs:line 62

   at System.Windows.Forms.Timer.OnTick(EventArgs e)

   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
---------------------------
OK   
---------------------------
Weirdly, I have oher errors when runing kitchensinc and GMA games as well. for GMA games, it's always that there is a corrupted game.dm file.  witno error code or anything. For kitchens inc games, it always seys that one of the files was corrupted and t contact jim kitchen. This leads me to believe it's something with my computer. I am running windows vista. If anyone can offer help, I'd appreicate it

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
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2012-02-03 00:29:15 (edited by Aprone 2012-02-03 01:49:42)

Key, I had this same error until I installed the direct X 9 link Ian has on his site.  I thought I already had DX9 but after doing that everything worked just fine.

ADDED:

Well I thought I was doing well in mission 3.  I had the enemy down to only 5 units left before I lost my first person.  I hadn't realized that caster units have a finite amount of mana so when my healer ran out I knew I was doomed.  The people began falling like dominoes each turn until I was wiped out.  I need to revise my approach, and I should have noticed that the mana didn't regenerate.  That was a mistake on my part.

- Aprone
Please try out my games and programs:
Aprone's software

2012-02-03 01:54:35 (edited by keyIsFull 2012-02-03 02:14:55)

hm thx aprone. BTW the error with the gma games and kitchensinc was fixed. I had switched my system locale to japanese because I thought I had a japanese tts installed, and once I realized I didn't have one, I ddidn't bother switching it back.
Edit: trying to update directx doesn't work. I installed the setup that your web site links to, Ian, but it just says that I have a newer version, so no need to update. I'm not sure what version I have because it doesn't appear in programs and features.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

2012-02-03 04:47:44

Key, you can check what version of directX you have by typing dxdiag into the run dialog.

I haven't had time to try this game, but it sounds like something I would like. I know what I'm doing this weekend.

2012-02-03 05:08:57

Hi,

There were two different components to DirectX 9. There is the unmanaged libraries, I.E. the libraries for C/C++ applications, and the managed libraries for C# and Visual Basic .NET. Windows Vista and Windows 7 come with the standard C/C++ libraries, but do not come with the Managed libraries because Microsoft officially deprecated them in 2006. If you want the managed DirectX libraries, which is an extra component, you have to install them manually. That's why people are getting those errors because they are confusing the standard DirectX 9 libraries with the managed DirectX 9 libraries. Two totally different things.

Now, as to the issue of managed DirectX vs SlimDX I highly recommend upgrading to SlimDX for the following reasons. Microsoft deprecated the managedDirectX libraries in  2006 because they were buggy, and at the time they were launching the XNA Framework for the XBox and Windows Vista. DirectPlay, DirectSound, etc were scheduled to be deprecated and replaced by newer DirectX libraries so they got rid of the managed DirectX components. The managed DirectX libraries only still ship with the runtime and SDK for backwards compatibility only, and is for .NET 1.0 and 1.1 applications and was not meant for something like .NET 4.0.

That's why some open source developers got together and created there own .NET DirectX libraries called SlimDX. Unlike Microsoft's version it is fully up to date, and is constantly being maintained and updated on a six month to yearly schedule. In addition to all the older DirectX components like DirectPlay, DirectInput, DirectSound, etc it also has .NET libraries for XAudio, XAudio2, XInput, X3DAudio, Direct3D 10 and Direct3D 11. Everything you need for a brand new system running Vista, Windows 7, or Windows 8. Right now they are using .NET 3.5, but I hear a .NET 4.0 version is on its way soon. So SlimDX is far and away the better solution than Microsoft's version.

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

2012-02-03 07:07:26 (edited by Ian Reed 2012-02-03 08:02:00)

Thanks for the comments.

I should mention that I haven't play tested the third battle enough to know if it's beatable without losing any units.  So don't go too crazy if you can't beat it that way Aprone.  Having said that, it may be quite possible.  I'd like to hear the best outcomes people have on that one.

The renaming characters idea is a good one.  Originally when I had a grander game in mind the ability to name all your characters was definitely something I wanted but as I went with something smaller I wasn't sure if people would care.  Sounds like they do and it should be easy to add.

arqmeister,  I think adding more sounds would be great and make the game more immersive.  If anyone has sounds and is interested in working to flush out the sounds in the game please let me know.

KeyIsFull, in your last post it sounded like you fixed the errors with GMAGames and KitchenSink.  Did your changes also fix the error with TacticalBattle?  I'm not sure why you're getting this error.  Offhand I would guess that it has something to do with the default SAPI 5 voice setup for your system.
I am testing with Microsoft Anna and eSpeak, though eSpeak has given some strange behavior at times.  Microsoft Anna always seems to work fine so if you have this on your system I would try changing windows to use it and see if it fixes the problem.

If not, as others have mentioned it is possible you need the managed DirectX dlls.  I have uploaded v0.02 of the game which just includes the managed DirectX dlls that I am using.  This may fix problems for some users.
You can get that version from the website.

tward, thanks for the info.  For the time being I want to get people up and running with what I've got.  I'm leaving on a week long trip tomorrow and won't be able to do any coding during it.  When I get back I will consider switching to SlimDX and working on some of the other good suggestions.  Whether I switch or not will probably depend on how close the managed DirectX libraries are to SlimDX and therefore how smooth a transition it will be for me.  Do you know how close the 2 APIs are?

I should still be able to respond to the support email address and on this forum during my trip.

Thanks everyone for all the feedback.

~ Ian Reed
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2012-02-03 12:15:42

No, when I switched my system locale back to english, it fixed GMA games, and probably kitchens inc, but not tactical battle. I will get this version 0.2 and check it out though.

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2012-02-03 14:19:11

Hi.
Sure I'll check out this game as soon as possible.
Tward: I have a question about your information regardingthe Direct X: How do we install the visual basic components if the program says it's already installed like on Keys computer?

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2012-02-03 16:16:42

Arg I'm so frustrated with myself!  I would have beaten mission 3 without losing anyone but I made a mistake.  I usually do my attacks first and finish up by doing any healing before I end my turn.  Right near the end I forgot to heal 2 of my guys who were in critical condition.  I hit end turn and they were slaughtered, thus dooming the rest of my team as well.  The strategy was working wonderfully but required every one of the units to be playing a part.  The loss of even 1 would have doomed me but I lost both.  Grrr!

How are others doing on the 3rd mission?  Is it only me who is having this trouble?

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2012-02-03 17:38:33

From a programming standpoint SlimDX and Managed DirectX are similar, but not exactly the same. It also depends on which API you are using.

For example, SlimDX DirectSound is similar but not exactly the same as the DirectSound wrapper from Microsoft. After getting familiar with the documentation you should be able to convert your code to SlimDX with only minor changes in code. On the other hand if you were to upgrade to XAudio2, the new audio API for Windows 7, that would be a complete rewrite because the API is totally different from DirectSound.

As far as the question about Visual Basic components I don't see the relationship here. Tactical Battle is an application written for the .NET 4.0 framework, and has nothing to do with the older VB 6 components.  So I guess I'm just curious to know what you are trying to do with them.

Thomas

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

2012-02-04 01:01:11

I must say that I love the game. One thing I'd add is the ability to turn off the coordenents. I'd rather hear sounds for the tiles. I also love the 3d positional audio! I would also like a hotkey for ending a turn.
That's it for now, but I'm loving this so far.