Author Topic: Aurora C# Screenshots  (Read 143839 times)

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Offline littleWolf

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Re: Aurora C# Screenshots
« Reply #30 on: March 18, 2016, 01:41:51 PM »
Quote from: Erik Luken link=topic=8438. msg88119#msg88119 date=1458237721
Maybe look into SQLite.  No installation on the user system of a database system.  Plus you can programatically write the actual database.

Nice ! SQLite database make possible multiplayer - easy few clients to one world database, and simple sycronization algoritm:)
 
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Offline Neceros

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Re: Aurora C# Screenshots
« Reply #31 on: March 19, 2016, 04:57:45 AM »
This looks amazing! I'm kinda jealous :D
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Offline Steve Walmsley (OP)

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Re: Aurora C# Screenshots
« Reply #32 on: March 19, 2016, 05:22:22 AM »
I would love to see pictures of some of these sample screens in a 1024x768 resolution, or thereabouts.  Do you have a laptop or other small screen that could run the C# code for us to check out?

I don't have a laptop but I could probably add some lines to show the resolution. At the moment, from the top of the tool bar to the the bottom of the sidebar is about 860 pixels. There will be a menu bar too, so probably about 900 high at the moment.
 

Offline Steve Walmsley (OP)

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Re: Aurora C# Screenshots
« Reply #33 on: March 19, 2016, 07:01:33 AM »
Another screenshot. This is the contacts sidebar tab on the Tactical Map. The top half allows you to filter contacts on the tactical map. I've replaced the existing filter dropdown for relationship status with individual check boxes for Hostile/Neutral/Friendly/Allied/Civilian. The other check boxes are similar to existing Aurora. The Spacetime Bubble only appears in the check box list when SM Mode is on.

The lower half displays all known contacts broken down by alien race and system. This can be filtered for the current system only. I'll create a larger and more customisable version of this section for the Intelligence window.

BTW there are two race dropdowns in the sidebar. The first is always present and replaces the existing default race selection from the (now defunct) menu bar. Essentially, this dropdown changes the race view for the whole application. The second race dropdown (below systems) only appears in SM mode and contains a list of other races with knowledge of the current system. For both race dropdowns, if you select a race and it has knowledge of the current system, that system will automatically be selected for viewing.

« Last Edit: March 19, 2016, 07:25:32 AM by Steve Walmsley »
 
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Offline Steve Walmsley (OP)

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Re: Aurora C# Screenshots
« Reply #34 on: March 19, 2016, 01:45:42 PM »
Two more screenshots. This is the Body Info tab of the sidebar, which shows details of any selected system body. It looks a lot cleaner than the original and now includes mineral deposits as well.

   
 
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Offline rorror

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Re: Aurora C# Screenshots
« Reply #35 on: March 20, 2016, 07:52:56 AM »
Looks really great! Keep up the great motivation!
 

Offline Vandermeer

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Re: Aurora C# Screenshots
« Reply #36 on: March 20, 2016, 08:22:05 AM »
By the way: Will C# Aurora start to handle save files and database as different files when it comes?
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Ostia

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Re: Aurora C# Screenshots
« Reply #37 on: March 20, 2016, 09:57:32 AM »
By the way: Will C# Aurora start to handle save files and database as different files when it comes?

Keep in mind that you have randomization and boat loads of user designed stuff.

So the best we can hope for imo is a split between Core DB which contains all the basic stuff (RP costs, etc.) and a player DB which contains the actual game data (Star Systems, Ships, Tech, etc.)
 

Offline Steve Walmsley (OP)

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Re: Aurora C# Screenshots
« Reply #38 on: March 20, 2016, 10:30:40 AM »
By the way: Will C# Aurora start to handle save files and database as different files when it comes?

Yes, because everything is held in memory the game will run without accessing the database (except at the start). My plan is that there will be a Save button and the game won't save unless you press it.

Some form of auto-save would be possible, where the game saves every time a specified amount of time passes.
 
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Offline Vandermeer

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Re: Aurora C# Screenshots
« Reply #39 on: March 20, 2016, 11:02:28 AM »
Wow, that is amazing. The possible speeds. It will be unstoppable. :D
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Steve Walmsley (OP)

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Re: Aurora C# Screenshots
« Reply #40 on: March 20, 2016, 01:48:19 PM »
Active Sensors and Weapon ranges are now functional on the tactical map display. I've decided to change the colours and use dashed lines so they stand out more vs. the planetary orbits.





 
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Offline Garfunkel

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Re: Aurora C# Screenshots
« Reply #41 on: March 20, 2016, 08:06:19 PM »
Oh that looks so good!
 

Offline MarcAFK

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Re: Aurora C# Screenshots
« Reply #42 on: March 20, 2016, 09:58:32 PM »
The last set reminded me of the biggest problem I have with the display of aurora. Text tends to merge together at low zoom levels or when a lot of stuff is happening. Is it possible to make text detect if it will collide, and if so become an expandable menu kind of thing? I've noticed some things already partially have this on the maps.
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Offline Steve Walmsley (OP)

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Re: Aurora C# Screenshots
« Reply #43 on: March 21, 2016, 01:34:32 PM »
The last set reminded me of the biggest problem I have with the display of aurora. Text tends to merge together at low zoom levels or when a lot of stuff is happening. Is it possible to make text detect if it will collide, and if so become an expandable menu kind of thing? I've noticed some things already partially have this on the maps.

There is already some improvement in this area as fleets that are very close on the map will merge into one column of text. In VB6 Aurora the text of a fleet in orbit of the moon would interfere with those in orbit of Earth. In C# Aurora, they will move into a single column when you start to zoom out. The issue on the previous screenshots is for sensor text. I will take a look at this as well because I agree it is annoying.
 

Offline TheDeadlyShoe

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Re: Aurora C# Screenshots
« Reply #44 on: March 21, 2016, 03:05:40 PM »
On that note, I'm doing an earth start w/ npr games, and there's literally too many sensor contacts to read since the list vanishes if you scroll too far up. Even with active contact grouping.  It would be handy if they could sort by tonnage, or you could set specific designs to ignore, or something.  :2cents: