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Panzer Command & Flashpoint Germany

 
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Panzer Command & Flashpoint Germany - 4/18/2008 7:13:11 PM   
sysrkm


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Joined: 2/16/2005
From: Fairchild, TX USA
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Hi folks,

I was looking at these two games I have questions about each.

Panzer Command: If PC doesn't allow TCI/IP play, why does it include Microsoft .NET software?

Flashpoint Germany: Does a demo exist for this game and if yes, where can I find it.

Regards all,

Rob

PS: for Matrix games that do not allow TCP/IP play, is there a way to play them on a network using a program like Kali ?
Post #: 1
RE: Panzer Command & Flashpoint Germany - 4/18/2008 7:36:46 PM   
panzers

 

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From: Detroit Mi, USA
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One thing that game needs is a decent tutorial. I don't know what they were thinking of when they created that rediculous tutorial, but there was nothing learned from itI'm talking, of course, about flashpoint germany

< Message edited by panzers -- 4/18/2008 7:38:31 PM >

(in reply to sysrkm)
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RE: Panzer Command & Flashpoint Germany - 4/18/2008 7:51:37 PM   
JudgeDredd


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Panzer Command - you don't just use .NET for TCP/IP. .NET is a development suite. When you install a program created in .NET, you need the latest .NET plugins.

I don't recall a demo for Flashpoint Germany.

PS - no idea, sorry. I rarely play games online...preferring AI.

(in reply to panzers)
Post #: 3
RE: Panzer Command & Flashpoint Germany - 4/18/2008 7:55:18 PM   
Hertston


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Huh?  There's nothing wrong with the Flashpoint Germany tutorial.  Now Advanced Tactics... THAT has a useless tutorial!  (great game, though).

No idea what PzC does with .NET Framework, but according the Mickeysoft site it does do rather more than just comms.

< Message edited by Hertston -- 4/18/2008 7:56:38 PM >

(in reply to panzers)
Post #: 4
RE: Panzer Command & Flashpoint Germany - 4/18/2008 10:25:05 PM   
Peter Fisla


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Buyz,

.NET is a Development API that is very similar to Sun's Java, it includes graphics (calling Directx from .NET), networking, sound windows intercace etc...; .NET doesn't just mean Networking Development Library. Think of .NET as Microsoft Java

Hard core game development is still done with C++, however some components are done with .NET because well (read: Microsoft), in .NET you can use C# language or Visual Basic language to do the game development. It might actually spead up writing the game code however with .NET/Java comes performance price tag because .NET/Java is much slower compared to C++. So you could use .NET for say game interface but the 3D engine would be written in C++.


< Message edited by Peter Fisla -- 4/18/2008 10:26:35 PM >

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RE: Panzer Command & Flashpoint Germany - 4/18/2008 11:34:07 PM   
Dixie


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I found FPG's tutorial pretty useful.  It did what it was meant to, and taught me how to play the game.  

_____________________________



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RE: Panzer Command & Flashpoint Germany - 4/19/2008 12:37:50 AM   
panzers

 

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quote:

ORIGINAL: Dixie

I found FPG's tutorial pretty useful.  It did what it was meant to, and taught me how to play the game.  

what? it didn't tell me anything. Like where to place the units, what actions to take, nothing.

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RE: Panzer Command & Flashpoint Germany - 4/19/2008 1:00:15 AM   
marcusm

 

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.NET for gamesdevelopment.

http://creators.xna.com/Education/GettingStarted.aspx

It is definately an alternative.

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RE: Panzer Command & Flashpoint Germany - 4/19/2008 3:11:09 AM   
CapnDarwin


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From: Newark, OH
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panzers,

Can you give us some more examples of what would have helped you more in the tutorial? It sounds like you are looking for more of a "tactics" overview to go along with the "what buttons to push" to make it go. We are testing on the new game now and also looking at documentation. Anything we can do to help players along we try to do.

Thanks.

_____________________________

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Cap'n Darwin aka Jim Snyder
On Target Simulations LLC

(in reply to marcusm)
Post #: 9
RE: Panzer Command & Flashpoint Germany - 4/19/2008 5:29:12 AM   
panzers

 

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quote:

ORIGINAL: Capn Darwin

panzers,

Can you give us some more examples of what would have helped you more in the tutorial? It sounds like you are looking for more of a "tactics" overview to go along with the "what buttons to push" to make it go. We are testing on the new game now and also looking at documentation. Anything we can do to help players along we try to do.

Thanks.

I don't really remember for sure for I just gave up on the game and went on to something else because I thought it was so lame.
I just remember that I was not directed on what to do by anything, no tool tips, no movement instructions, no tactical help, nothing. Was not impressed at all.

(in reply to CapnDarwin)
Post #: 10
RE: Panzer Command & Flashpoint Germany - 4/19/2008 7:24:50 AM   
Hertston


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Erm... you did realize that the tutorial is accompanied by a 34 page tutorial manual, didn't you?!

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Post #: 11
RE: Panzer Command & Flashpoint Germany - 4/19/2008 4:19:39 PM   
panzers

 

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quote:

ORIGINAL: Hertston

Erm... you did realize that the tutorial is accompanied by a 34 page tutorial manual, didn't you?!

Did not get a manual with the game, as with all Matrix games.

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Post #: 12
RE: Panzer Command & Flashpoint Germany - 4/19/2008 4:30:04 PM   
Erik Rutins

 

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quote:

ORIGINAL: panzers
Did not get a manual with the game, as with all Matrix games.


Huh? I'm not sure I understand what that means.

All of our games come with manuals. Some have printed manuals (Standard or Collector's Edition) and others have PDF manuals (Digital Express Edition). In all cases, the manuals are available from the Game Menu, the Start Menu and in the game installation folder.

Regards,

- Erik

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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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(in reply to panzers)
Post #: 13
RE: Panzer Command & Flashpoint Germany - 4/19/2008 6:14:58 PM   
panzers

 

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quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: panzers
Did not get a manual with the game, as with all Matrix games.


Huh? I'm not sure I understand what that means.

All of our games come with manuals. Some have printed manuals (Standard or Collector's Edition) and others have PDF manuals (Digital Express Edition). In all cases, the manuals are available from the Game Menu, the Start Menu and in the game installation folder.

Regards,

- Erik

Umm, yeah, it came with the pdf manual, but that isn't going to nelp me when it comes to using it for my tutorial

(in reply to Erik Rutins)
Post #: 14
RE: Panzer Command & Flashpoint Germany - 4/20/2008 5:59:46 AM   
Hertston


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Why not?? No need to print it, just open up the (tutorial) manual and run the game in a suitably sized window (or just ALT TAB). Follow the manual as you play the tutorial scenarios.

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Post #: 15
RE: Panzer Command & Flashpoint Germany - 4/21/2008 5:20:15 AM   
Deride


Posts: 488
Joined: 6/21/2004
From: Dallas, TX
Status: offline
quote:

ORIGINAL: Peter Fisla
Hard core game development is still done with C++, however some components are done with .NET because well (read: Microsoft), in .NET you can use C# language or Visual Basic language to do the game development. It might actually spead up writing the game code however with .NET/Java comes performance price tag because .NET/Java is much slower compared to C++. So you could use .NET for say game interface but the 3D engine would be written in C++.


I wouldn't lump .NET with Java when it comes to game development. Java would use OpenGL and would do so in a platform independent manner. While you can get some decent results, speed is really an issue there.

For .NET game development, there are DirectX libraries that have direct calls to the native libraries making it much faster than Java. It is still about 5% slower than say native C++, but few gamers will notice this difference (e.g., 38 fps vs. 40 fps).

Also interesting to note that Microsoft is now promoting the XNA framework for game development -- it works for both PCs and XBox. XNA is the latest generation of .NET based development for gaming. So, the days of doing low level C++ code for gaming is starting to be history. Probably going to take more time, but it's an interesting sign.

And, for those who are curious, the Koios games were initially all developed with C# using Microsoft .NET. This uses the underlying .NET framework for DirectX graphics, TCP/IP (Tin Soldiers games), XML document handling, etc. It enabled us to develop TS:Alexander in a total of 9 months with just 2 developers (from scratch!). TS:JC was done in about 4 months, and PC:OWS was done in about 6 months. (We were able to leverage many of the components across these games.) (These do not include scenario design, artwork, game design, etc.)

Deride

(in reply to Peter Fisla)
Post #: 16
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