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Messages - ChrisP

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Off Topic / Re: HTML5 Canvas Experiments (loosely TH related)
« on: February 16, 2015, 04:38:45 PM »
Another update I'm sure you can now tell which direction this might be going :p

I still need to create an onClick handler for the destruction of the rats (currently just uses a crude mouseover), and my mouse over still needs a bit of a re-work. Next on the list (aside from the aforementioned) is loading a basic level, drawing walls and different floor tiles.

Edit: UPDATE!!

This new version now supports level loading and very nearly wall drawing (the walls are running locally, but need some optimisation before I'm going to upload). I have removed (temporarily of course) rat destruction.

This version can be found at

Off Topic / Re: HTML5 Canvas Experiments (loosely TH related)
« on: February 08, 2015, 01:40:52 PM »
Interesting indeed. :-) When you say AI, what do you mean by that? AI for patient behaviour or AI for a "competitor"?

Well I was thinking about basic patient behaviour - I assume you mean 'competitor' as in competing hospitals? I believe that's still something absent from CorsixTH?

Graphics / Re: UI Toolbar Graphics
« on: February 05, 2015, 06:06:08 PM »
In another post I've talked about an experiment in Canvas - but as part of that I'm experimenting with UI elements drawn in a web browsers DOM. I've been emulating the UI of TH to an extent, and if it's useful in any way to enhancing the UI in CorsixTH then I'm happy to work with people to create sprite sheets (I don't know enough about your engine to be able to know what I'm doing at this stage)!

It can be found at - it doesn't use any images so in theory is fully scalable. It's also still WIP so feedback and suggestions are also welcome!

Off Topic / Re: HTML5 Canvas Experiments (loosely TH related)
« on: February 05, 2015, 02:49:50 PM »
Just a small update: added some basic UI elements (using the DOM rather than drawing in the canvas).

I've also included some very rough new features, for example each patient has a name, and is displayed in the UI when you hover over them. The hover over code was only a quick 5min addition and needs massive improvements, it's still a bit fidgety.

I'm working on some basic action handlers for the actors (to make animations and actions easier to manage), creating a basic map (probably be based on the first TH level) and some basic AI.
Please do provide any thoughts and feedback  :)

Off Topic / HTML5 Canvas Experiments (loosely TH related)
« on: February 01, 2015, 06:18:47 PM »
This may or may not be of interest to anybody, but I've recently started experimenting in earnest with HTML5 Canvas - in particular finding out what kind of performance you can get with games (before you make the leap to something like WebGL (although that does have limited support)).

It's loosely TH related as I've been using some TH content and may continue to add basic TH functionality, although I have no intention at this point of recreating the game (even aside from the potential for litigation from EA) - anyway you can find the experiment so far here if you're interested.

The code is quite rough and ready as I've been trying a lot of different things to see the effect on performance. There is limited things to do right now, I'm really only looking at the engine at this point. People make their own movement decisions around the 'map', although you can influence one particular person by clicking on the map.

I've been getting a good 60fps with 4000 humans wondering about so I'm quite impressed with the canvas so far!

Research Department / Re: destroyed rooms
« on: January 28, 2015, 12:11:15 PM »
Rooms being destroyed is part of the challenge.

Granted this specific experience is from a custom level in the latest build (although no earthquake controls where configured in the level), but I've had literately brand new machines explode during an earthquake. Not so much of a challenge, and not something a warning would have helped with!

Maybe this is just a problem with earthquakes being a bit too extreme to early in the level when there is no configuration in a custom map?

Research Department / Re: destroyed rooms
« on: January 24, 2015, 03:39:00 PM »
I agree that something needs to be done to improve the earthquakes gameplay. It's remarkably frustrating to permanently lose a room to an earthquake.

I've been playing a lot of build 0.40 and I can have brand new equipment used once or twice which explodes at an earthquake (seemingly regardless of how many handymen I have). The prospect of  re-loading a save from 10 minutes ago (or longer), moving through my hospital replacing every machine or calling a handyman for repair, saving again just before the earthquake and really hoping I didn't miss a room - all just makes me lean towards selecting to quit!

An alternative would need testing to ensure earthquakes are still a troublesome game mechanic. I would support as suggested; maybe a time penalty (the room becomes serviceable again after a period of time), or a money penalty (maybe a fine and clean-up charge to restore the room) or both.

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