It seems to have accepted it. It was compressed using ultra compression. There is no game panel yet so no options to select and no save game. This is definitely pre alpha.
Play is simple.
1. Left click on empty space pauses the game and calls Game() but there is no game panel so it just exits and is in paused mode. Right clicking on empty space un_pauses the game.
2. Right clicking on open space pauses the game and right clicking again un_pauses it.
3. Clicking right or left on a star selects it and enters select mode. Clicking in empty space exits select mode. Then left clicking on a destination star in range brings up the
send ships panel. I think it is self explanatory. There is one hidden clickable though. Left clicking on the origins ships display on the upper right will instantly send all those ships. Right clicking on a destination star will bring up the standing orders screen. Ships can be scheduled to automatically be sent. Even another player can be helped out by sending ships to them. Let me know if help is needed for either of the panels. Minus "-" will slow down game play and "+" will speed it up. The range is 1 to 40. It starts at 20. Demo "d" will toggle demo mode where the computer plays the human as well.
I would explain more but I am desperately in need of some sleep, gn. Oh yeah, the exe is static linked.
P.S. For now it only works in 1920 x 1080p. It is set up to scale to any graphics mode but I was to focused on getting it working that I have not added all the scaling adjustments. Or I was just being lazy. Not sure which. Back to bed.
Runs fine on my laptop. Simple yet fun. Fairly intuitive.
I see you're doing your own GUI work, and it's working fine for you. That's good. There may be a time you want a more powerful solution and Eagle is always there for you to try if you like it.
Added keyboard support to the send ships panel and the standing orders panel.
send ships: 0-9(pad), backspace, enter
standing orders: 0-9, backspace, enter, tab
Added new game "n".
Added save game.
1. On exit of game, starting game then loads from save game
2. On pressing "s", then "l" loads game
3. On new game just in case that was done in haste, then "l"
There is only one save file. The game panel is next which will have the save game and new game functionality. This update is just a stopgap measure until the game panel is coded.
Edit: A friend of mine tried out the game and that is when I discovered that the mcruntime140.dll also has to be statically linked. So I made another compile and replaced the exe in the attachment. Also my friend did not have 7zip so it is now just a plain zip file.
I kept going with the example of using Eagle for your GUI stuff.
Here is the send ships panel. No events are hooked up yet, but everything functions properly. I had to write a flow layout for the buttons on the bottom, which took up most the time. Everything can be adjusted fairly easily.
Here's a screennie :
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And here's the code to produce it :
This is how I would do it, but as you've shown, some GUIs are better left off keeping things simple. But if you're looking for an extensible solution, Eagle would work for you.
Edgar Reynaldo, Thanks for following through with the example! It looks instructive.
For comparison I'll post the code.
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As can be seen in the capture the "KILL" and "CHASE" options are possible (DARKGREEN). They are in DARKRED if not possible. As can be seen, in this latest play testing I am getting something of mine kicked pretty hard. But, I still have hopes of winning! This one has some nice play improvements.