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 21 
 on: November 27, 2013, 12:19:48 pm 
Started by Minus - Last post by Atlan
Look at me.
How can I strings.txt send you.
Do you use dropbox?

Schaue es mir an.
Wie kann ich die strings.txt dir zusenden.
Nutzt du dropbox?

 22 
 on: November 27, 2013, 12:13:40 pm 
Started by Minus - Last post by Atlan
Hallo Chris,

Fully translated are the solo and multiplayer part, page 1-3 of the help and a large part of the demo.
My problem is the integration "strings.txt",  it goes with me only if I replace the original.

At least with the German translations I can help.
Also if any, with other games.

Hallo Chris,

Komplett übersetzt sind der Solo und Multiplayer Teil, Seite 1-3 der Hilfe und ein großer Teil der Demo.
Mein Problem ist die Integration "strings.txt", es geht bei mir nur wenn ich die Original ersetze.

Zumindest bei den deutschen Übersetzungen kann ich helfen.
Auch so vorhanden, bei anderen Spielen.

 23 
 on: November 27, 2013, 12:00:17 pm 
Started by Minus - Last post by Chris
Here's the current work in progress, as a demo. Atlan, perhaps you could check the included German translation? I'd be very grateful for your help. If you'd like to contribute your translation as well, we could even combine the two translations into a better one.

http://www.inventivedingo.com/mayhemig/files/mayhemig-setup-demo-1.3beta1.exe

This is a beta version, so it may contain bugs. Bug reports are welcome. Smiley

 24 
 on: November 27, 2013, 02:43:33 am 
Started by Minus - Last post by Chris
Hello Atlan. That's great! Thank you for doing that. I am still working on official translations for the game. I've had professional translations done for French, German, Spanish, and Russian. So far everything works, except some strings are too long and overlap the UI. I'm slowly fixing those cases.

It would be good to have native speakers check the translations, to make sure they're good quality, and contribute alternate translations in some cases. The professional translators are good at their job, but they haven't played the game to check if their translations make sense in context.

If anyone is interested, I might release a public beta soon, including better language support and other bug fixes.

 25 
 on: November 27, 2013, 02:36:09 am 
Started by Atlan - Last post by Chris
Hi Atlan! Welcome! Smiley

I'm not working on a sequel at the moment, but if there is enough demand, who knows. Anything is possible. Wink

 26 
 on: November 26, 2013, 08:16:01 pm 
Started by Atlan - Last post by Atlan
Hi Greetings to you all.
MI is a nice game for in between.
Also I'd appreciate a MI2.



Hi grüße euch alle.
MI ist ein nettes Game für zwischendurch.
Auch ich würde mich über ein MI2 freuen.

 27 
 on: November 26, 2013, 08:07:46 pm 
Started by Minus - Last post by Atlan
Hallo,

i have the game translated into German.
From some details, it is completely German.
Is there still interest?


Hallo,

ich habe das Game ins Deutsche übersetzt.
Bis auf Kleinigkeiten ist es komplett deutsch.
Besteht noch Interesse?

 28 
 on: July 29, 2012, 05:23:35 am 
Started by flap - Last post by Chris
Nice thread Grin That upgrade trick is one of my favourite little loopholes.

 29 
 on: July 16, 2012, 08:31:59 pm 
Started by flap - Last post by flap
1 year later... I have made a tiny update : Upgrade to weaken a planet. A trick where you upgrade a planet to lower your opponent's production.

 30 
 on: July 24, 2011, 09:06:55 pm 
Started by Boris - Last post by flap
Game modes. Interesting.

That's really a fun exercise to imagine what could be done ! I fell like in Desktop Dungeons, were the developers have tried to twist their basic concept in every directions possible.

Blind
I could imagine a totally blind mode : You don't know the results of the battle were you are not involved. And thus you only know who owns a planet when you have a fight there (the colour could gradually fade away as last fight there is getting older).

Or one where you see fleets which are flying at given distance from your planet (maybe in proportion with the number of remaining ships)

Race
Another could be the race : you have a given number of turns. The player with highest ships production capacity wins. (players could start with more ships)

Duel
Close to that idea, pushed a bit further : Each player have one or more planets, with more ships than vanilla game. They give orders on turn 1. Then we wait until they are resolved (every fleet have travelled to destination) an the winner is the one with the most production capacity.

Bureaucracy
Still that idea, pushed a bit further. But it would require some change in the interface and game logic : Each player (human and AI) play a few turn as if they were alone on the map. They do actually enter their orders these few turns. Then, the orders of each player are being played, and the one with the biggest production capacity in he end wins. The fun part, is that you need to plan in advance without knowing if the enemy will be there, leading to catastrophic failures.
In terms of interface, when players are entering their orders, ships are being moved as usual, except that there is no fight. Instead of proposing to send a given number of ships, it proposes to send a proportion. Rally points command would work in the same way as normal games.

Exploration
We don't know were planets are at the beginning of the game.
The player has a scanning capacity in proportion of the number of ships (area scanned proportional to the number of ships).
We can launch a ship in a give direction from the planet (maybe with a message for confirmation). It will keep going in that direction for ever. The more ships are being sent, the larger scanning area is.

Ping pong
Same as Galcon (I haven't tried it though). The speed and direction of the planet depends on the origin and quanity of ships being sent at/from it (so a player can choose how to move a planet).

Exploration and ping pong could be fun when mixed together.

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