Facts
- Date created
- Jun 13, 2010
- Categories
- Last update
- Sep 24, 2010
- Development stage
- Alpha
- License
- All Rights Reserved
- Downloads
- 5,531
- Recent files
- A: OUpass_test Sep 29, 2010
- A: Tactics Terrain Tutorial Sep 24, 2010
- A: SC Tactics: Beast Pit v1.38 Sep 23, 2010
- A: SC Tactics: Beast Pit v1.37 Sep 18, 2010
- A: SC Tactics: Beast Pit v1.36 Sep 15, 2010
- Reply
- #17
loion May 26, 2011 at 15:23 UTC - 0 likesLook awesome, keep up the good work! Maybe make an single player story to it. Maybe with the characters from the games
- Reply
- #16
xenrathe Aug 22, 2010 at 19:34 UTC - 0 likesThat's a good suggestion, but right click activates mouse-look. And I consider smooth/easy control of the camera the higher priority.
- Reply
- #15
KaimanOriginal Aug 22, 2010 at 00:48 UTC - 0 likesJust a suggestion: Why not make right click to cancel/undo? A lot of computer games do this and it would make it a lot easier for a highly menu based game such as this.
- Reply
- #14
InsanitySektor Aug 11, 2010 at 22:23 UTC - 0 likesAmazing! :D
- Reply
- #13
Legendstormcrow Jul 27, 2010 at 00:05 UTC - 0 likesSounds fan friggen tastic
- Reply
- #12
xenrathe Jul 25, 2010 at 00:47 UTC - 0 likesAfter all the work we've put into it... I hope so too! (It will come to fruition)
- Reply
- #11
townkrier Jul 20, 2010 at 00:23 UTC - 0 likescombines my two favorite games of all time. I hope this game comes to fruition!
- Reply
- #10
xenrathe Jun 26, 2010 at 04:11 UTC - 0 likesThe development stage = alpha.
Feedback is still always appreciated, but I don't know what you mean by gigantic text block space (it's never happened to me) & the second part I purposefully ignored because it becomes a non-issue once we implement our custom UI.
- Reply
- #9
LunarisDream Jun 26, 2010 at 03:38 UTC - 0 likesStill somewhat buggy, like when the turn switches to the Siege Tank. This gigantic text block space just pops out of nowhere and takes up over 75% of my screen.
Also, when moving, hitting another command (such as "Attack") instantly causes the unit to stop moving, regardless of whether it's in a "block" or not.
- Reply
- #8
xenrathe Jun 26, 2010 at 02:54 UTC - 0 likesI ended up just creating my own height system... and my own pathing system to go along with it. But I have optimization issues right now; have a max move distance of 7 tiles. More than that and the pathing has a tendency to time out.