[ARCHIVE] SimAntics & World Development

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Hope somebody can help me with the error I got.
error.png
 
Try updating your graphics driver. I'm not sure why you would be missing opengl...
 
OK, so there's a separate way of handling touch, but I can't just stub it into the mouse because MouseState is read-only. I can replace MouseState with another abstraction to support both, but it might affect a lot of code. I'll give it a shot.
 
OK, so there's a separate way of handling touch, but I can't just stub it into the mouse because MouseState is read-only. I can replace MouseState with another abstraction to support both, but it might affect a lot of code. I'll give it a shot.
We would also really need a larger UI, especially for an 8 inch screen...
 

It was all going great until I couldn't give someone a meal, and the entire building caught on fire...

The SimAntics engine is in a good enough state now to run the online jobs in a semi-playable state. In a few days time you'll be able to play the restaurant and robot factory jobs offline, as a kind of "demo" before we go live.

The reason I'm working on these now and not later is because they use all the most complicated parts of SimAntics constantly, specifically NPCs, abuse of object to object interaction and Call Tree by Name. All of the issues I've fixed so far most likely fix bugs in the other game objects, so it's not really like I'm "skipping ahead" or anything.

What do you mean Rhys "before we go live" ? Sorry I am just catching up to the forums now :p
 
I know it's a bit off-topic, but I just made a second attempt of running PD on a tablet.
This time I attached my trusty old USB keyboard and mouse combo to the device and... well...

I was really wrong about that RAM thing. Sure, game eats like 300MB of RAM even on login screen, but it works flawlessly. I get roughly 20-40 FPS in city view itself, which ain't that bad (since it's a cheap x86 tablet with Atom CPU and slow, class 10 SD card). On the other hand, it's 10-20 FPS in lot view, but I remember you already saying that it needs to be optimized.

But the reason why I couldn't get past the login screen is simply because of how poorly PD works with touch at the moment. Apparently I wasn't pressing these buttons at all. And, um, I can't press any button with touch. One tap means placing a cursor at some point, double tap works like left mouse button, not sure why, maybe you'd need to implement touch support in some other way.

Not sure if there is any point in implementing touch support right now, since most buttons are roughly the size of my Jot Pro's tip and there is no "custom UI" thing in game yet nor custom scaling of the UI as well.

Anyway, behold, PD on a slicing board, yeah :D
gQxtJK0.jpg

In the background, my old LCD screen which is usually attached to my laptop, because life is better with two screens, even if it's just 15" 1024x768 one, it has good colours though, I really love this one. I played TSO on it back in the days. :D

Before anyone asks why I took a photo instead of a screenshot - it's not such a big deal to see PD in fullscreen on 1280x800. Device changes everything.
Just pushed a build with preliminary touch support. Two finger swipe to scroll (works differently from right click scroll, it's more like a web browser/dota "grab" scroll)... It should probably work?

What do you mean Rhys "before we go live" ? Sorry I am just catching up to the forums now :p
I mean before the simulator has online capabilities. Would kind of suck to not be able to play this for a while longer when it's working and available.
 
The scrolling isn't elastic, so it may seem a bit harsh on a touch screen. I can fix this later.
 
#39 from master branch, right?

Nothing changed, to be honest. Tapping on the screen results in moving a virtual, non-existent cursor and hovering random stuff. How about you, Zack?
 
????? Why would it hover random stuff? was it doing this before?
Yup, it was behaving in exactly the same way. Some apps on Windows behave in this weird way, kind of a "fallback retarded touch screen support" thing. One tap - hovering, double tap - pressing. (though buttons like "Simantics..." and Debug" won't respond even when double-tapping). It's worth adding that for no reason I can't type anything in text fields using touch keyboard - but backspace works... Um, ok. :D

For example, FTL does exactly the same thing - which is kinda disappointing, I always thought this game would be awesome to play on a tablet and there is a really good iPad port AFAIK.
 
I always hoped they would take a similar approach to SimCity for iPhone (screenshot below) and just port the TS1 engine over to the mobile.
[image]
So like Sonic, Sonic 2, Sonic CD...
Basically, what they should be doing is modifying the game so that it can be built with ARM (instead of creating a new one like the Sonic games) and then selling The Sims 1 for £2.[/quote]
 
Well, there's literally no way for me to test this...
Yup, it was behaving in exactly the same way. Some apps on Windows behave in this weird way, kind of a "fallback retarded touch screen support" thing. One tap - hovering, double tap - pressing. (though buttons like "Simantics..." and Debug" won't respond even when double-tapping). It's worth adding that for no reason I can't type anything in text fields using touch keyboard - but backspace works... Um, ok. :D

For example, FTL does exactly the same thing - which is kinda disappointing, I always thought this game would be awesome to play on a tablet and there is a really good iPad port AFAIK.
Can you try again? Looks like all the touches were registering as right clicks, but I'm not sure if that was the only problem. Build should be up.
 
If it's supposed to work like this: dragging at the edge scrolls the screen until you tap somewhere else or drag away from the edge - then it's working. But I guess it was exactly like this before. Buttons still don't respond correctly.
 
So like Sonic, Sonic 2, Sonic CD...
Basically, what they should be doing is modifying the game so that it can be built with ARM (instead of creating a new one like the Sonic games) and then selling The Sims 1 for £2.
That's what I mean by port. I said TS1-like since smartphones weren't as powerful as they were now so it'd be a bit stripped down but it'd still be more functional then EA's.
 
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