Color Clash: NEW RELEASE! NUKES, NUKES, NUKES!

Discussion in 'Unrelated Discussion' started by bengeocth, October 10, 2014.

  1. bengeocth

    bengeocth Post Master General

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    cc.png
    Here we see a very late game picture from Color Clash. I had already eliminated yellow and had taken over
    the board working on red. Red and yellow are dumb ais I programmed not even to think as a whole, just to for each tile to recognize whether there were conquerable tiles in their midst and attack.


    Of course, I haven't actually told you what this is, have I? How rude of me.


    Color Clash is a game I developed with what little programming knowledge I possess. It is turn based strategy, and extremely fun. Let me show you a late late late late game photo that outlines all of the features. cc2.png

    Bottom left: Treasury. This shows how much currency you have (yes, you start at 0.)

    Currency: Every tile awards 1 Gold per turn. If it is a tile with a gold bar on it, it awards five.

    Hand shaking Icon: Diplomacy

    Here you can buy out your neutral neighbors. Some might not want to join, in which case you will be forced to go to combat with them. However, several tiles will be generated with the option to give them protection. These are the smiley faces. If you completely surround them, they will award your empire 15 coins a turn! NO FRIGGIN WAY MAN


    The attack button is the sword. You use it to trade a life for a life, and if you have more, you have the opportunity to take the tile. Each tile can only attack 3 times per turn, unless you mobilize it. Mobilizing is a button not shown in the photo that will charge you 30 coins and give you another 3 attacks from that tile.

    Transfer- Move 1 at a time forces to a different tile. It shares movement with the attack, so be careful. The unit will be reserved in the next tile (click the tile and see reserved units) and then the game automatically adds them to the army the next turn.

    Airport: You can purchase this.

    Air transfer (not shown) If you own an airport on the tile, you can transfer men for 1 gold coin each. The maximum amount of men on a tile is 45. The advantage here is that it has a much greater range than transfer and you can keep going without having a 3 person limit.

    Bank: Purchase this to increase your income. Tiles without a bank yield 1 gold. Gold tiles without a bank yield 5 gold. However if you purchase a bank, if it is a non-gold tile, it will award you as much gold as you have units on that tile/3. If it is gold, its awards as many as are on the tile. No /3.

    Barracks: this is cool. Purchase for 20 coins to permanently increase how many units that tile produces by 1.

    Soldier: Immediately spawn 2 men for 10 coins. Good if you need an army quickly, but don't have an airport nearby.

    Starting the Game:
    There's a main menu, that just allows you to Play or exit.
    After selecting single player (all that is available now) you are presented with this screen: cc4.png
    The blue square allows you to change your color. The Number is how many AI enemies you will have. You can go down to zero, in which the game ignores win / lose conditions and lets you play freely. The most you can have is 2. cc5.png
    Beginning game. You can see a clear abundance of neutral spaces (green.) You still have to fight them, but they don't attack you, and you can bribe them. The areas with the ghost over you can start on.

    RMB to deselect.


    That's about it, at least all I can think of.

    My development is paused on it for now. If you guys show enthusiasm, I'll probably resume.

    HAFFANOICEDAAAAAAAAYYY

    (link)
    Last edited: October 12, 2014
    SolitaryCheese, tunsel11 and ozonexo3 like this.
  2. ozonexo3

    ozonexo3 Active Member

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    can we try it? I will check this game in home. With some better graphic and touch controls you will be able to put it on AppStore and GooglePlay. Color Clash is a good name, with minimalistic graphic it can be interesting.
    bengeocth and tunsel11 like this.
  3. bengeocth

    bengeocth Post Master General

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    Ok guys, Will put a link

    Here it is:

    NVM ITS OUTDATED I PUT THE LINK ELSEWHERE

    Really don't know what I would put for graphics tho.
    Last edited: October 12, 2014
  4. squishypon3

    squishypon3 Post Master General

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  5. bengeocth

    bengeocth Post Master General

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    Problem is, with the compiler I use, increasing the pixels literally increases the size. An in reality, the buttons don't look half bad- and I specifically designed it to be primarily text based.

    The buttons just sort of came as a necessity.
  6. bengeocth

    bengeocth Post Master General

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    If anyone wants to do the graphics for me and strike up a deal, that'd be great. I hate doing graphics as it is hassle enough to program them, and thats why the game looks the way it does.
  7. arseface

    arseface Post Master General

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    Honestly, your numbers just need a different font.
  8. bengeocth

    bengeocth Post Master General

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    The real question is here: Should I invest the time into making this multiplayer? I don't know that much about Google Play, like would they do all the stuff with connection (i.e. putting the multiplayer in their servers) so all I have to do is program? Cuz I'm sure as hell not having my own servers.


    The funny thing is, I have deserted this game for a while, and immediately upon coming back in I fixed three major bugs that seriously affected the look and thought of the game.
    Last edited: October 11, 2014
  9. ozonexo3

    ozonexo3 Active Member

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    you didn't write, that RMB is for deselecting tiles! :D

    What is this number in the middle of tile? I understand that this is number of soldiers.
    When I use transfer this numbers reduces, but it don't increase in other tile. I can't attack any other tile, with tile with number 0 when I transfered 3 soldiers there before.
    It increase "amount of reserved units" but what is it for? In the next turn I will still have max 3 soldiers there.

    Check game Eufloria. Its RTS, but i think it interesting where you can move this project with design. Maybe instead of solders try something else. Maybe "color pigments?" you attack by trowing pigments of your color to repaint other tiles to your color
    tatsujb likes this.
  10. bengeocth

    bengeocth Post Master General

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    Sorry, I never clarified these things!

    The number increases at the next turn. If you select a tile, you will see that the "Number of reserved units" displayed in the bottom right corner is increased. When you end your turn, the game does a simple army += reserved_Army; ;)
  11. ozonexo3

    ozonexo3 Active Member

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    Well, i usually see that when I claim a tile then it has o points. In same round i transfer into it 3 solders. Then in next turn it has only 1 point, not transfered 3 + generated
  12. bengeocth

    bengeocth Post Master General

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    If the AI is near it, the AI undoubtedly attacked it- they are programmed to take priority in attacking your tiles.

    they attack faster than you can see. I am thinking of taking the other guy's advice and animating blobs of paint splashing, just to show.

    It is also much more efficient to purchase an airport, for 90 coins, and a lot of barracks on that tile. If you get 45 barracks, that meas you are getting 45 units per turn on that tile, which actually costs 900 coins, plus 90 for the airport. Then it costs 1 coin per unit airlifted.

    There's also a bug I know about that if you have 9 coins and want to buy another tile for 9 coins, for some reason it doesn't work. I'm looking into that.

    Hope the early alpha of my game isn't too confusing, other than that, enjoy the play! I might get another version out soon.
    ozonexo3 likes this.
  13. bengeocth

    bengeocth Post Master General

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    cc.png
    Set this font while only half serious, but the more I look at it, the fonder I grow of it.... Yes or No?
  14. bengeocth

    bengeocth Post Master General

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    I suspect this happened at the very beginning of the game, fresh out of the lobby, right?
    and to do what you're suggesting, I would have to provide an installer, and I don't want to put all that together yet.
  15. bengeocth

    bengeocth Post Master General

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    NEW RELEASE AVAILABLE: WOOOOOHOOOOO.
    Link at top of the thread or my signature.

    HAAAFFFFAAAANOOOICCEEEEDAAAAAAAAAYY

    ugh I guess I should do a changelog.

    um
    I fixed the glitch where if you click the end turn button, it will select the tile under it

    um
    cool fonts

    um
    No longer a box that yells victory, but some rising text. This has, however, effectively (temporarily) disabled the win condition.
    You will have to restart the entire program to play another game, but you can keep expanding and take over the whole map if you like- as it doesn't boot you out to the main menu.

    um
    stuff

    Call me unprofessional, but that's all I remember.

    HAAAFFFFAAAANOOOICCEEEEDAAAAAAAAAYY

    cc.png
    Last edited: October 12, 2014
  16. bengeocth

    bengeocth Post Master General

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    NEW UPDATE OUT! 1.0.0.2! NUKES, NUKES NUKES!
    Pay attention. Nukes are complicated.

    First, you need 750 coins. with this, you can start the nuclear project. However, keeping it going is expensive- 100 coins per turn. If you don't have 100 coins, it will freeze and wait until you get them. This will hurt your economy too- which is why I included the little missile with an 'x' over it. This will cancel the project with a refund of 0 coins. Only start this project when you are ready. In multiplayer, starting too soon could decimate You.

    Since you payed the 750 coins, you must now wait a minimum of 10 turns- as long as there 100 coins.
    This makes the tile useless except for nuclear. There is no army and one enemy unit can come and take the tile, and cancel the nuke project or secure it and use your own nukes against you.

    Firing the nuke takes the affected tiles' armies down to 0, sets them back to neutral team, and stops them from ever producing units unless you capture them. It even gets rid of gold.

    Once the nuke has been fired, The tile will revert back to what it was before- if you had 32 units there, they will come back.

    Known bugs:
    Nuke timer slightly off tile, will fix later
    If you kill someone with a nuke, the messages of "Someone defeated" and "Nuke Strike" will intertwine.
    AI stays in tiles that have been nuked- which means when you take them over, they behave as they would if they were ai- they automatically attack without thought. This means that it is impossible to do much with them, and I am actually working on that right now.

    Click my signature below for the download.
    Last edited: October 12, 2014
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  17. ozonexo3

    ozonexo3 Active Member

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    few bugs:
    - We can attack enemy even if he has 0 points on his tile but we can't get this tile, its still belong to enemy.
    - In one time I attacked neutral tile and when i destroyed all soldiers it becomes red - my enemy taked it, not me (or maybe tile with more solidiers will take it? my closest tile has 1 solider, and enemy has tile with 4 soliders in range)
    It also happend with diplomacy, when I bought tile it becomes enemy :/

    Suggestions
    - Nukes works great but I think there should be indicator about how big range explosion will have.
    - Also I'm not sure how can I take tiles from enemy. I see that sometimes i get them
    - Make keyboards shortcuts for every command. Also maybe something that will help moving your soldiers from many middle tiles to borders. Clicking every each tile to move forces takes 80% of gameplay time
  18. bengeocth

    bengeocth Post Master General

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    the bugs you mentioned are not bugs, what is happening is the enemy is attacking and immediately taking them back or taking the neutral tiles, as they are within range. The enemy is a computer and simply works faster than you can see.

    However, you suggestions have been taken into account.
  19. ozonexo3

    ozonexo3 Active Member

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    How he can be faster than me if this is turn game. He takes tiles in my turn, not in theirs
  20. bengeocth

    bengeocth Post Master General

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    Turn only means the time frame. Everything happens at the same turn.

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