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Lighting Paths (forgot poll) - Page 3

7y
#21
yeah, and can you make it so that clicking on empty space when in bulldozer mode doesn't deactivate bulldozer mode?
6y
#22
Hey Guys, just wanted to bring this suggestion to the foreground. Many many people voted for this and I thank you for doing that. I want to get this added into my colony because i know that there are many players with big colonies that would be grateful for the ability to add lighting without rearranging their buildings.

I also think that reptilians and Zolarg should get the same features, and these lighted tiles aren't very hard to draw and wouldn't be hard to implement. Even lava textures have lighting and flying vehicles can move over-top them, so I know that this is completely feasible feature to add.

If you haven't voted for this already, now is the time. Support the movement for lighted road tiles and I doubt you will be disappointed if it get's added.
6y
#23
@bastecklein, can we get your view of this feature? Do you think it's feasible to add road tiles that produce light on their own? If so, is this a feature that you are planning on adding to the game in due time? If so, when have you planned to work on this?

I just wanted to get your opinion so that we know if we should continue developing this idea or if we should abandon it altogether. Many people have voted for this, and I think that they would also like to know when or if this feature will be coming to my colony.
6y
#24
Artists, if you really want this feature in the game, we need to get some more drawings on this forum. The tiles are easy to draw because they are drawn over the original road tiles, so no need to start from scratch. Remember, we want this feature to come to all races, so try something for ant paste and draconian brick roads as well.

Remember, if you are going to make your road tile have a light pole that's supposed to look like it's standing up, you have to place it in the top corner of the tile or rovers will drive over it and it will look horrible.

If you don't want to make a light pole, you can also embed lights into the road itself and rovers can drive over them and it still look nice. Keep it simple for the most basic road types, but you can increase the complexity of your designs on more expensive roads.

I challenge all of you to make better road tiles than mine, which should be pretty easy since mine aren't that great. I wanna see what yall can do.
6y
#25
for draw take a pen and a apple and kaboumboum/abracadabra you have a special thing
no i laught use a path and try to tup néon on the sides of the road (you can have some color and optional change the color if that isn't the good color at your eye and for free)
6y
#26
Shout out of thanks to @Basteklein for testing this idea, it really means a lot. Thanks everyone for your many votes. This is all because of you that this idea is being tested in the game

I think that being that it's a basic cement light, the minute amount of light that it puts out is somewhat appropriate, since when colonists first land and put cement down, it's more like a camp than an actually city/colony and there are only a few people, so no need for bright, expensive lights on the road. It also ensures that street lights and light posts still have a use in the early-mid game. I would still really love to see lit roads of better materials have more complex and brighter lighting though, since as the camp grows into a city, it will need more and more light and need nicer looking lights to add to aesthetics, and since the light posts/street lights would take up too make space in late game to be used in an effective way to light the city, we would need the late game lit roads to be really bright, but still not as bright as the posts.

I'm really glad you made it premium also. I have premium, so it doesn't affect me, but it will support you and allow you to continue developing this game since so many people are looking forward to this being added.

The other thing that i noticed is that you put your light on the right corner of the road tile. The reason that I put all of my lights in the top corner was because rovers would drive over them otherwise and it would look bad. The only way that we can really get around having to put lights in the top corner would be to embed them in the road itself, and then it would look nicer because rovers would drive over them. Take my rainbow road svg for example, I replaced some of the blocks in the pattern with white lights.

But I know that you are just testing your one lit pavement for now, which is good. Hopefully it will work out. I don't want to push too hard on this because I really want some new reptilian buildings, haha.
6y
#27
I can move it to the top left. The reason I did top right was so that I would not have to make the graphic asset larger, thus saving a bit of memory.
Owner of Ape Apps, LLC
6y
#28
bastecklein said:I can move it to the top left. The reason I did top right was so that I would not have to make the graphic asset larger, thus saving a bit of memory.


Ok, was just advice, it's up to you of course. Everything has a trade-off.

Maybe it would be ok to move it to the top left corner since it's an optional feature and people don't have to have it to play the game, so it would be worth a little sacrifice in memory.

Also, I wonder if these lights can provide a boost to happiness at night? I mean, not having them shouldn't have any negative affects on the colonists since that would make the game less playable without premium and wouldn't be fair. However, there shouldn't be any reason not to boost the happiness of colonists when having these lights. That way, with premium, if you light your roads, you will have a slightly easier time trying to keep your colonists happy.

Thanks again for considering this idea, really apreciate it.
6y
#29
Haven't noticed this in a while because I've been busy in other parts of my life, but I want to thank @bastecklein for moving towards implementing this in the game. I'm glad that I was able to come up with something that could be of use in mc.

hopefully you with eventually be able to make a lighted version for each type of road, including the reptilian and zolarg roads, but I know you are a busy man and there is a lot that needs done to mc that is more important than having a lighted path for each road type.

the roads seem to
6y
#30
I would like to emphasize the important need of the ability to add lighting to an already placed road tile. This shouldn't be too hard. It would be exactly like the upgrade button but would upgrade the road to the lighted version of the same road material instead of upgrading the road to another road material.

Hopefully this won't be too hard or long to implement. It would really help though because we wouldn't have to leave out tiles of the road for putting in lights later. By the way, leaving out multiple tiles in the same row for building a road is very annoying to do becasue we don't have a hotkey that disables the painting feature as long as the key is held. That means that in order to build segments in a straight line, we must paint a segment of road, then click into another row and column, then click again to undue the selection made by the first click, and then click back to the road with the segments, so complicated.
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Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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