This is the Official Forum Thread for Settlers of Catan.
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Members:
-thebriculator
-AgentRoop
-tpaley
-Yoshiboy
-evo12
-OPEN
Contributors:
-general1
To-Do List:
-make a "robber" graphic (mostly done)
-make an AI brain
-menu system (done last probally)
-intro & plot?? (should this be added?)
-roads next to houses only; houses not next to each other.
and the list goes on...
Credits:
-thebriculator: Initiator; board stamping engine (hexes-numbers-ports); city and
road snapping code and stamper; dice, hexes, numbers, and port graphics.
-AgentRoop: Turn system; alternate graphics for hexes and dice
-general1: preliminary graphics for resource cards
IF YOU WOULD LIKE TO JOIN:
-Ask nicely. This shows how polite and formal you are.
-Give a brief synopsis of your previous collabs.
-Say if you've played Catan before; this is very necessary to making the game.
-Describe your programming skills; your skill level and graphics or coding.
Changelog:
-1.0: Random hexes and numbers. Picture tiles and top-to-bottom format.
-2.0: 4/18 Brand-new start. Random Hexes, numbers, and ports. Ability to stamp
settlements and cities. Solid-colored hexes and side-to side format.
-3.0: 4/28 Cities stamp behind grid; only one at each vertex. "Please wait" screen is
implemented
-4.0 5/5 A turn system with a next turn button. Better graphics but not perfect.
The road costume for stamping, but it won't snap to where it's supposed to, yet.
-5.0: 5/9 Roads can be stamped; integrated into the city-selector.
Last edited by thebriculator (2012-07-11 10:14:51)
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Yay! I hope that we can get more helpers! it would be exciting to have lots of people working on this! btw, should we make a list of what we need to accomplish to finish the game?
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AgentRoop wrote:
Yay! I hope that we can get more helpers! it would be exciting to have lots of people working on this! btw, should we make a list of what we need to accomplish to finish the game?
we should
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thebriculator wrote:
AgentRoop wrote:
Yay! I hope that we can get more helpers! it would be exciting to have lots of people working on this! btw, should we make a list of what we need to accomplish to finish the game?
we should
btw, General1 drew some card sprites.
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AgentRoop wrote:
thebriculator wrote:
AgentRoop wrote:
Yay! I hope that we can get more helpers! it would be exciting to have lots of people working on this! btw, should we make a list of what we need to accomplish to finish the game?
we should
btw, General1 drew some card sprites.
yeah, I saw those
Last edited by thebriculator (2012-05-08 20:12:51)
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thebriculator wrote:
AgentRoop wrote:
btw, General1 drew some card sprites.
yeah, I saw those
Why the face? They don't look like they do in the game, but they look good.
Don't you hate the 60 second limit?
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yeah, they're good
and I don't like that time limit at all but it's there to prevent spam
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As i suggested below http://scratch.mit.edu/projects/AgentRoop/2516493
- specify the number of players 2 to n
- add a one player mode and some AI
- I would change the board and modify the game,
as there are already sites on the net to play the original.
Cloning is honing technical skills, but zero innovation.
My contribution: mentioned ideas, all talk, probably no coding
thebriculator wrote:
-make road-snapping code
A link via my own unfinished Slot Car racer project,
many road snapping projects to check:
http://scratch.mit.edu/galleries/view/134884
thebriculator wrote:
-make a "robber" graphic (harder than it sounds!)
Just repost this in ´requests´
http://scratch.mit.edu/forums/viewforum.php?id=48
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eventexception wrote:
thebriculator wrote:
-make road-snapping code
A link via my own unfinished Slot Car racer project,
many road snapping projects to check:
http://scratch.mit.edu/galleries/view/134884
It's not that kind of road snapping.
The roads are like buildings in the game and they have to snap to someplace in the board. Nothing actually rides on the roads.
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AgentRoop wrote:
It's not that kind of road snapping.
The roads are like buildings in the game and they have to snap to someplace in the board. Nothing actually rides on the roads.
A snapping road template algo is a snapping algo, snapping anything.
I checked your latest version again, houses do snap already.
So road snapping can be emulated by using the pen command from
one snapping circle to another. Or add a third snapping circle in the middle
of the hexagon lines including storage of an angle to snap road tiles there.
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eventexception wrote:
AgentRoop wrote:
It's not that kind of road snapping.
The roads are like buildings in the game and they have to snap to someplace in the board. Nothing actually rides on the roads.A snapping road template algo is a snapping algo, snapping anything.
I checked your latest version again, houses do snap already.
So road snapping can be emulated by using the pen command from
one snapping circle to another. Or add a third snapping circle in the middle
of the hexagon lines including storage of an angle to snap road tiles there.
kk. Do you mind working on that?
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AgentRoop wrote:
eventexception wrote:
AgentRoop wrote:
It's not that kind of road snapping.
The roads are like buildings in the game and they have to snap to someplace in the board. Nothing actually rides on the roads.A snapping road template algo is a snapping algo, snapping anything.
I checked your latest version again, houses do snap already.
So road snapping can be emulated by using the pen command from
one snapping circle to another. Or add a third snapping circle in the middle
of the hexagon lines including storage of an angle to snap road tiles there.kk. Do you mind working on that?
what we need is a sprite for the roads to align to the lines on the board, similar to how the settlements align to the vertices. The sprite also needs to point in the right direction.
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AgentRoop wrote:
yeah, I know. I can't work on it right now, though. I'm working on a different collab. I'll get to working on this as soon as I can.
no prob! anytime works for me, but I'm learning another language this summer and might take a break. btw, nice collab game!
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thebriculator wrote:
AgentRoop wrote:
yeah, I know. I can't work on it right now, though. I'm working on a different collab. I'll get to working on this as soon as I can.
no prob! anytime works for me, but I'm learning another language this summer and might take a break. btw, nice collab game!
Thanks!
[off topic]It might even be CURATED!!!![/off topic]
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AgentRoop wrote:
thebriculator wrote:
AgentRoop wrote:
yeah, I know. I can't work on it right now, though. I'm working on a different collab. I'll get to working on this as soon as I can.
no prob! anytime works for me, but I'm learning another language this summer and might take a break. btw, nice collab game!
Thanks!
[off topic]It might even be CURATED!!!![/off topic]
lol!
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oh-btw, you consider yourself a member of the collab, right? I think general1 just made the cards and left, so he's only a contributor. this is my first collab and such so I want it to go well
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eventexception wrote:
I would change the board and modify the game,
as there are already sites on the net to play the original.
About the other sites-I can't play those, so I want it on scratch.
But the best super-complicated thing that could be added would be Mesh. I have none of that experience at all.
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thebriculator wrote:
eventexception wrote:
I would change the board and modify the game,
as there are already sites on the net to play the original.About the other sites-I can't play those, so I want it on scratch.
But the best super-complicated thing that could be added would be Mesh. I have none of that experience at all.
SAME. mESH WOULD BE AHRD FOR ME. i HAVE NO EXPERIENCE WITH IT. sorry, caps lock.
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AgentRoop wrote:
thebriculator wrote:
eventexception wrote:
I would change the board and modify the game,
as there are already sites on the net to play the original.About the other sites-I can't play those, so I want it on scratch.
But the best super-complicated thing that could be added would be Mesh. I have none of that experience at all.SAME. mESH WOULD BE AHRD FOR ME. i HAVE NO EXPERIENCE WITH IT. sorry, caps lock.
yeah...I suppose multiplayer mode would be on the same computer.
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thebriculator wrote:
AgentRoop wrote:
eventexception wrote:
A snapping road template algo is a snapping algo, snapping anything.
I checked your latest version again, houses do snap already.
So road snapping can be emulated by using the pen command from
one snapping circle to another. Or add a third snapping circle in the middle
of the hexagon lines including storage of an angle to snap road tiles there.kk. Do you mind working on that?
what we need is a sprite for the roads to align to the lines on the board, similar to how the settlements align to the vertices. The sprite also needs to point in the right direction.
done
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thebriculator wrote:
AgentRoop wrote:
thebriculator wrote:
About the other sites-I can't play those, so I want it on scratch.
But the best super-complicated thing that could be added would be Mesh. I have none of that experience at all.SAME. mESH WOULD BE AHRD FOR ME. i HAVE NO EXPERIENCE WITH IT. sorry, caps lock.
yeah...I suppose multiplayer mode would be on the same computer.
btw, i looked at version 5. It's awesome. great job!
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AgentRoop wrote:
thebriculator wrote:
AgentRoop wrote:
SAME. mESH WOULD BE AHRD FOR ME. i HAVE NO EXPERIENCE WITH IT. sorry, caps lock.yeah...I suppose multiplayer mode would be on the same computer.
btw, i looked at version 5. It's awesome. great job!
yay!
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thebriculator wrote:
AgentRoop wrote:
thebriculator wrote:
yeah...I suppose multiplayer mode would be on the same computer.btw, i looked at version 5. It's awesome. great job!
yay!
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AgentRoop wrote:
thebriculator wrote:
AgentRoop wrote:
btw, i looked at version 5. It's awesome. great job!
yay!
quick, quick quick! wow
I wrote:
oh-btw, you consider yourself a member of the collab, right? I think general1 just made the cards and left, so he's only a contributor. this is my first collab and such so I want it to go well
just wanted to check!
Last edited by thebriculator (2012-05-09 13:12:38)
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