Search found 347 matches
- 30 Dec 2014, 01:50
- Forum: General discussion
- Topic: Scenario Loading Issue
- Replies: 5
- Views: 9800
- 29 Dec 2014, 03:13
- Forum: General discussion
- Topic: Scenario Loading Issue
- Replies: 5
- Views: 9800
Actually, the list of graphics assets to load can differ between scenarios. Well that's obviously the case, but I still maintain that most scenarios use mostly the same components. The thing is that ZT doesn't currently appear to manage memory as efficiently as it should :wink: One of the gameboxes...
- 21 Dec 2014, 01:04
- Forum: General discussion
- Topic: Scenario Loading Issue
- Replies: 5
- Views: 9800
Scenario Loading Issue
In my experience most scenarios, in most gameboxes, differ from each other only in the relative position of a few counters. They usually use exactly the same graphics files, so why does ZunTzu automatically unload and then reload those same files when another scenario is selected from the Menu? Sure...
- 27 Nov 2014, 01:05
- Forum: Technical support
- Topic: Wasteful masks (?)
- Replies: 7
- Views: 11821
- 27 Nov 2014, 00:35
- Forum: General discussion
- Topic: Red Dragon Green Cresent
- Replies: 1
- Views: 5297
- 23 Nov 2014, 20:40
- Forum: Technical support
- Topic: Wasteful masks (?)
- Replies: 7
- Views: 11821
- 23 Nov 2014, 00:43
- Forum: Technical support
- Topic: Wasteful masks (?)
- Replies: 7
- Views: 11821
I've been busy/distracted with some other issues, and things have moved more slowly with a new version of ZunTzu than I would like. I'll try to keep this question in mind when I (finally) get to my initial code review and design scoping of the code base. Real life is such a waste of time :wink: I h...
- 20 Nov 2014, 21:09
- Forum: Technical support
- Topic: Wasteful masks (?)
- Replies: 7
- Views: 11821
Wasteful masks (?)
Am I right in thinking that ZT allocates a separate chunk of RAM for front and back counter masks, even when front and back masks are exactly the same?
And if so, is this not needlessly wasteful of resources?
Regards, Bill.
And if so, is this not needlessly wasteful of resources?
Regards, Bill.
- 19 Nov 2014, 01:08
- Forum: General discussion
- Topic: Counter visibilty on low contrast maps/charts
- Replies: 5
- Views: 8086
Are you thinking of something like pulsing all the counters on the map as if you were hovered over them with the mouse? Exactly that, but I think there should also be an option to include/exclude cards too (and maybe terrains). We might be able to add a toggle for that over on the side, near the tr...
- 17 Nov 2014, 19:53
- Forum: General discussion
- Topic: Counter visibilty on low contrast maps/charts
- Replies: 5
- Views: 8086
- 14 Nov 2014, 02:45
- Forum: General discussion
- Topic: Counter visibilty on low contrast maps/charts
- Replies: 5
- Views: 8086
Counter visibilty on low contrast maps/charts
One thing I'd like to see implemented is a "pulse/flash" option for counters (and maybe cards etc with an "and/or" condition). At the moment it's often very difficult to clearly identify the "active" components in a game, particularly if there is low contrast between co...
- 05 Nov 2014, 23:14
- Forum: Game boxes
- Topic: Revolution Games
- Replies: 0
- Views: 7939
Revolution Games
I've posted two new gameboxes for Celles and Washington's Crossing from Revolution Games. Others will follow in due course. Largely as an experiment, I developed an alternative Fatigue/Troop level marker system for Washington's Crossing by creating "thousands" of extra counters to replace ...
- 02 Nov 2014, 19:09
- Forum: Game boxes
- Topic: Fire in the Lake
- Replies: 2
- Views: 6655
- 02 Nov 2014, 18:15
- Forum: Technical support
- Topic: Encryption
- Replies: 9
- Views: 11920
- 02 Nov 2014, 17:24
- Forum: Technical support
- Topic: Encryption
- Replies: 9
- Views: 11920