Author Topic: Quasar4x - An early look at an Aurora4x clone in the works  (Read 1063 times)

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Offline procdrone

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #15 on: September 07, 2018, 07:21:18 PM »
I just discovered it, and already fell in love with it.  Keep it coming!
 

Offline JustAnotherDude

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #16 on: September 08, 2018, 09:56:22 AM »
First of all, this is amazing and I love you for it

Second of all, right now the game doesn't play well with smaller resolutions.  The new game screen isn't entirely visible at my laptops resolution.  Not sure if that is a priority for you but thought you should know.

Third of all, this is amazing and I love you for it.
 

Offline Tchey

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #17 on: September 09, 2018, 02:38:12 PM »
Hi,

If you can, i'd love to play/test that on Linux, but i only can find an Windows . exe from itchio.
 

Offline Noble713

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #18 on: September 11, 2018, 09:51:02 AM »
Hi,

If you can, i'd love to play/test that on Linux, but i only can find an Windows . exe from itchio.


Same here! I'm on Kubuntu 18.04 on my desktop and will probably be migrating my laptop to Kubuntu as well (away from ParrotSec).
 

Offline Kyle

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #19 on: September 11, 2018, 05:06:16 PM »
Thanks for the encouraging responses!  Here is a progress update for 2018-09-11:





(real-time, not time-lapse)

Q4X now behaves identically to A4X for at least the first 10 days*.  It can actually be mostly identical for an indefinite amount of time passed, except that Aurora4x will start promoting and killing commanders and probably some other stuff I haven't thought about yet.  I actually had an officer die in an accident in the first 5 days in my Aurora4x game (poor guy), so I went ahead and hardcoded him to die on the Quasar4x side as well just so the games stay in sync.  Not shown in the screenshots or in the game (yet) are the Missile Complexes passively gaining TF Training points, but they do gain them. 

*When I compare databases, I ignore small differences that creep in due to strange quirks in Aurora4x's calculations, such as the bug where a difference of 1 second can mean the difference between gaining 200k population and 250k population.  Almost every calculation I've replicated has some kind of quirk with it.  I've added an internal setting that lets me turn on "A4X emulation" which attempts to emulate some of A4X's quirky math and is turned on for now.

As requested I've posted a Linux build! (and a Mac build, but I'm unable to test that).  Regarding lower screen resolutions, I want to get quite a bit farther in development before I work on things like that.

So, now I have a baseline for developing the game along its temporal axis.  It's now time to return to the UI and start fleshing out the functionality of all the windows as much as possible.  Even at 2025 Jan 1 with a barebones colony, there is a lot that can be done in the game on turn 1.  This will prepare the way for the next phase which is the user making changes AND advancing time to see the effects on the universe.  My next progress update will probably be after a few, not all, of the windows have been completed, since they might take a bit of time to do.
« Last Edit: September 11, 2018, 06:18:59 PM by Kyle »
 
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Offline Tchey

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #20 on: September 12, 2018, 01:22:25 AM »
Thanks for the Linux update, it seems to work, and indeed so far it's more an empty shell than a game, but it's a great start anyway.

Cheers !
 

Offline El Pip

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #21 on: September 12, 2018, 04:27:50 AM »
Knowing nothing at all about coding you appear to have made a very impressive amount of progress. As there is nothing I can do to help, all I can say is congratulations, please keep it up and I look forward to your future efforts. :)
 

Offline TMaekler

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #22 on: September 12, 2018, 07:09:05 AM »
Can you write back the data into the A4x DB? Or is it a one way extraction?
 

Offline Odin

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #23 on: September 13, 2018, 01:50:09 PM »
Will be there multimonitor support?
 

Offline Kyle

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #24 on: September 16, 2018, 08:45:31 PM »
Progress update:  No snazzy screenshots to share this time around.  As mentioned last time, I'm going back through all the windows and giving functionality to controls like buttons so they actually do something beyond pose for a pretty screenshot.  Currently I've "finished" the Race Details screen and System View screen, with misc things like picking flag / hull / race / planet images, renaming race / system / planet, moving columns left and right on System View etc.  I'm currently working on the Main Menu, running into surprises I honestly have never seen before like the Ammo Management page. 

Will be there multimonitor support?  Yes, although as you can see the game is all "virtual" windows drawn inside one Operating System window, so they can't be spread around without making the OS window itself be big.  Can I write data back into A4X DB?  Nope, haven't needed to, and the SpaceMaster features should be sufficient if I do need A4X writing in the future for testing edge cases or whatever.

No new build published this time around since the update is pretty boring.  The next build I do post will have the graphics separated from the program files so they don't have to be re-downloaded every time (or downloaded at all). 
 

Offline Kyle

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Re: Quasar4x - An early look at an Aurora4x clone in the works
« Reply #25 on: September 21, 2018, 11:24:55 AM »
Hello!  So I've been working on Q4X for a couple hours already this morning, and have been every day since my last update (!) and began to feel a little overwhelmed (that happens a lot with this project, go figure, right?)  so I figured hey why don't I take a break and write a progress report?  That should help me regain perspective on how much I'm accomplishing, so here's my progress update for 2018-09-21

No screenshots again.  Mainly just to save time and get back to coding, but also there's nothing milestone-y to show, just a lot of misc. stuff.  Next time I promise I'll have some.  I will just list what I've done since my last post:  (Kinda wish I'd done this for my previous post, the list would be about as long)

Main Menu:
- calculations > loadout calculation
- calculations > dice rolls
- empires > ammo transfer (layout only)
- empires > order of battle
- empires > class deployments
- empires > transfer system knowledge (layout only)
- empires > foreign aid (layout only)
- empires > linked everything that opens a window that you can open from the F3 screen
Commanders:
- Add rank
- delete rank
- rename rank
- retire commander
- rename commander
- auto rename commander
- reorder seniorities
- potential assignments list
- grant title
- pp rules
- create medals - new medal
- create medals - select medal image from disk
- create medals - list
- create medals - name, prom value, and description
- create medals - save changes
- award medal
- graphics in Medals Awarded pane

Still a lot more to do in the commanders window.  When you take into account that the Award Medal, Create Medals, Commands, Vacancies, and Highly Rated buttons all open up new panels with their own batch of controls, there is actually a *lot* going on in the Commanders window.  Lots more to do in the Main Menu too, but I'm done with it for awhile.

Why focus on main menu / commanders in particular?  No major reason, but I do have a well-defined objective of replicating everything that A4X does, so it's gotta be done at some point, so might as well.  The items I do first are things that don't depend on other things being done -- the Race window, System view, Commanders window, and portions of the Main Menu are well encapsulated areas that can be completed with minimal knowledge or dependency on other areas of the game.  (As compared to, say, "Ships Requiring Repair" which requires me to have some ships first, and then damage them)

I think next up will be the Colony Summary window and its 12 beefy sub-tabs (eep!) at least the portions that are relevant on turn 1.  But before that I'll need to implement having multiple empires in a single game, and the mechanics that go into "logging in" to particular empires.  Additionally I'll need to add support for going between two different games rather than requiring a restart -- since A4X supports that, I gotta too!  Once I finish the Commanders window though, I'll publish a new build in case anyone wants to play a pointless micromanage-the-commanders minigame. ;)
 
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