Comments (13)
Hi @LeHerosInconnu , is it the same in the original game?
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Hello @ihhub,
Hi @LeHerosInconnu , is it the same in the original game?
I didn't check in the original game for now.
Anyway, it would be an improvement on the original game.
from fheroes2.
I'm afraid that such an innovation will slow down the AI turns, which will only annoy.
from fheroes2.
Hello @ihhub and @oleg-derevenetz,
I'm afraid that such an innovation will slow down the AI turns, which will only annoy.
It doesn't have to take an exaggerated amount of time, just long enough for the player to see clearly that the AI hero has picked up a pile of resources or has fought a troop of wandering creatures.
This will always be better than having to find an opposing AI hero on the adventure map, during the human player's turn, to check whether the AI hero has picked up a pile of resources or fought a troop of wandering creatures.
Which, by the way, is really annoying.
Also, disappearances/actions are already shown for AI heroes, but not for all captures/actions, why this state of facts?
from fheroes2.
Also, disappearances/actions are already shown for AI heroes
And they also annoy, especially fade-in/fade-out of teleporting AI heroes or AI heroes who use Whirlpools. If this would be observed for each resource pile or monster pack as well, then this would be even more annoying. Battles between heroes (when heroes are disappear with fade-out) are relatively rare in comparison with resource collection or elimination of wandering monsters.
from fheroes2.
@ihhub and @oleg-derevenetz.
Hi @LeHerosInconnu , is it the same in the original game?
I checked in the original game and all the actions of collecting resources, capturing an artifact, fighting a troop of wandering creatures (with victory or defeat for the AI hero), etc., are clearly shown to the human player during the AI's turn.
Also, disappearances/actions are already shown for AI heroes
And they also annoy, especially fade-in/fade-out of teleporting AI heroes or AI heroes who use Whirlpools. If this would be observed for each resource pile or monster pack as well, then this would be even more annoying. Battles between heroes (when heroes are disappear with fade-out) are relatively rare in comparison with resource collection or elimination of wandering monsters.
If this annoys the user, he can always set the "Enemy Speed" to "Jump" or "Don't Show".
from fheroes2.
I checked in the original game and all the actions of collecting resources, capturing an artifact, fighting a troop of wandering creatures (with victory or defeat for the AI hero), etc., are clearly shown to the human player during the AI's turn.
As far as I can see in the original game there is also no special animation during the AI turn when AI-controlled hero is collecting resources:
DOSBox.0.74-2.1.Cpu.speed_.max.100.cycles.Frameskip.0.Program_.HEROES2.2023-11-05.17-22-31.mp4
They disappear instantly and hero continues its turn.
If this annoys the user, he can always set the "Ennemy Speed" to "Jump" or "Don't Show".
"Jump" will not help here because it affects only the hero's movement speed and not the speed of animation of disappearing objects. Perhaps we should do something with this in general - e.g. scale the AI-related animations depending on the AI turn speed setting.
from fheroes2.
@ihhub and @oleg-derevenetz.
I checked in the original game and all the actions of collecting resources, capturing an artifact, fighting a troop of wandering creatures (with victory or defeat for the AI hero), etc., are clearly shown to the human player during the AI's turn.
As far as I can see in the original game there is also no special animation during the AI turn when AI-controlled hero is collecting resources:
DOSBox.0.74-2.1.Cpu.speed_.max.100.cycles.Frameskip.0.Program_.HEROES2.2023-11-05.17-22-31.mp4
They disappear instantly and hero continues its turn.
My point is not to show the disappearing animation of resources and the like, but rather the fact that the resource is removed from the adventure map (instantly, as in the original game) so that the player can see it clearly on the adventure map during the AI's turn.
In the video included as an example of the original game, you can clearly see all the actions of capturing resource stacks, treasure chests, artifacts, etc. performed by the AI heroes.
Fheroes2 should also show this.
In the video of the original post, we don't see that the troop of wandering creatures has been removed from the adventure map following the attack of an AI hero, this is not shown.
Animation of the disappearance of the troop of wandering creatures is not necessary, it's just necessary to show the human player that the troop of wandering creatures is no longer on the adventure map, having been defeated by the AI hero.
In the original game, the troops of wandering creatures defeated by an AI hero also instantly disappear from the adventure map (without animation), this is clairly shown to the human player during the AI's turn.
If this annoys the user, he can always set the "Ennemy Speed" to "Jump" or "Don't Show".
"Jump" will not help here because it affects only the hero's movement speed and not the speed of animation of disappearing objects. Perhaps we should do something with this in general - e.g. scale the AI-related animations depending on the AI turn speed setting.
It's a good idea to set the speed of animations with the AI speed setting.
from fheroes2.
In the video included as an example of the original game, you can clearly see all the actions of capturing resource stacks, treasure chests, artifacts, etc. performed by the AI heroes.
Fheroes2 should also show this.
I think that in the original game, in the case when a hero eliminates a stack of monsters, after which he has no movement points left and the camera switches to another hero (or maybe even another AI player), we will also not have time to see the disappearance of a group of monsters. In my video, they are visible only because the hero is still moving for a while after that.
from fheroes2.
@ihhub and @oleg-derevenetz.
In the video included as an example of the original game, you can clearly see all the actions of capturing resource stacks, treasure chests, artifacts, etc. performed by the AI heroes.
Fheroes2 should also show this.I think that in the original game, in the case when a hero eliminates a stack of monsters, after which he has no movement points left and the camera switches to another hero (or maybe even another AI player), we will also not have time to see the disappearance of a group of monsters. In my video, they are visible only because the hero is still moving for a while after that.
We can then do it better and show it in all cases in fheroes2.
from fheroes2.
We can then do it better and show it in all cases in fheroes2.
Yes, but first we need to implement some adjustable delay depending on the AI speed setting, otherwise the players will curse us.
from fheroes2.
@ihhub and @oleg-derevenetz.
We can then do it better and show it in all cases in fheroes2.
Yes, but first we need to implement some adjustable delay depending on the AI speed setting, otherwise the players will curse us.
As a well known commercial slogan says:
βJust Do It.β :)
from fheroes2.
Hello everyone.
I heard multiple complains from players regarding fade animations of AI heroes during AI turn. I mean slow rendering speed of this animations. Lots of people would love to see speed up those fade animations for AI heroes depending on AI hero speed selected. If this would be implemented we can use such speeded fade animations for resources to make picking by AI heroes more noticeable, but not slowing AI turn too much.
If the implementation is not really trivial, can we just add a pause before and after AI hero picked resource? Like adding a few static frames before and after AI hero picked a resource, so a human player will notice this action more easily? Current implementation implies such logic, when different AI heroes could make actions in random order. And sometimes this could be a single action, when hero picks a resource pile and then game refocuses on other hero in a moment. So engine focuses on such hero just for 1 frame and the action occurred could be barely noticeable.
from fheroes2.
Related Issues (20)
- Ctrl to see enemy creature range HOT 1
- [Scenario Editor] Prohibit the positioning of the ultimate artifact near an edge of the adventure map with the 9 squares rule of the original game
- Game, harmonize the positioning order of resource sprites in the game's various windows and screens
- Android mouse map movement move mouse to edges should scroll HOT 2
- [Scenario Editor] Graphics of the hero's secondary skills should be displayed in the hero's screen
- Surface Duo - keyboard input is laggy HOT 1
- 'Allow castle' is broken? HOT 1
- Game, Virtual Keyboard, allow left click and hold to repeat a character or action
- Game, Virtual Keyboard, add the right and left arrow keys to move the cursor position in the text field HOT 2
- [Scenario Editor] Hero's default troop graphics should be displayed with the possible range for the number of creatures HOT 3
- Adventure map, mouse cursor position after the action of selecting a hero with a left click held on the hero sprite HOT 2
- Adventure map, mouse cursor position after the action of casting the dimension door spell
- Adventure map, allow to delete the hero's predefined path on the adventure map regardless the state of the "Hero Movement" button
- Game, make a left click held on the hero's portrait change the hero's "sleep" state
- Web port HOT 2
- Accumulate gold condition is not working properly
- AI without castles with a strong army can't decide which castle to attack and loses
- Update Android API HOT 3
- Diacritical marks remains in mine selection in the editor.
- H2 HD v1.1.1 and 1.1.0 Price of Loyalty - mission 8 - differences I noticed HOT 3
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