There are various bits I’ve written for OpenRA which analyze the game rules to aid in balancing – among them, dpstool, which determines the damage per second dealt by each unit, in ideal circumstances. Enjoy:
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File: May 2010
A while ago, I wrote a quick & dirty tool to render code as a black & white bitmap, one pixel per character. Here’s the results of it, applied to the current OpenRA code base:
As always, the new version of C# comes packed with new features that are apparently supposed to make life easier. That was definitely the case with C# 3.0, adding support for concise lambda expressions, expression trees, local variable type inference, extension methods, and a few other good bits. (There was also a good pile of [...]
OpenRA TilesetBuilder – Making custom terrain slightly less disgusting to work with
I’ve been slowly figuring out the Dune 2000 file formats and writing converters for its assets to sane formats, with the end goal of being able to play d2k as a mod in OpenRA. One of the things involved is making a new tileset from the original .r8/.r16 terrains. This sucks so much that I [...]
We’re still working hard on OpenRA, and it’s starting to pay off. Most games play to completion now, rather than desynchronizing. The highlights: We had a great semi-public playtest in the weekend, which involved about 100 downloads and many games played, giving our new teamplay code a good beating. This has also shown up a [...]
Here’s a superb example of all that "integration" you’re paying for when you buy Microsoft Office. Not only do I have to go find the app, I also apparently have to read the manual before I can send bits from my email to it. Seriously, how difficult would it have been to make this do [...]