Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / RTS - unknown title

Author
Message
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 16th Aug 2004 05:38
I've decided to resurrect this project. The theme is Humans vs. Vampyres. Now with Fog of War, it's starting to actually look like areal RTS game. Now idea as of yet when a demo will be made available. I guess whenever my friends get the models done. The screeny is really to show nothing more than the FOW.



"eureka" - Archimedes
Powersoft
21
Years of Service
User Offline
Joined: 1st Aug 2003
Location: United Kingdom
Posted: 16th Aug 2004 05:49
v. cool


Create or Play? You choose!
JokerZ
AGK Silver Backer
20
Years of Service
User Offline
Joined: 2nd Jul 2004
Location: Perth, Western Australia
Posted: 16th Aug 2004 13:44
Phaelex are you using isometric tiles or square ones?

Everything happens for a reason
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 16th Aug 2004 14:56
square. I could do isometric by simply rotating my terrain 45 degrees i think.

"eureka" - Archimedes
JokerZ
AGK Silver Backer
20
Years of Service
User Offline
Joined: 2nd Jul 2004
Location: Perth, Western Australia
Posted: 16th Aug 2004 17:29
Cool. I've been thinking about doing some RTS work once I learn more about the
DBP engine itself. I'm still in the early stages of coding with it, but it's coming along pretty well.

Isometric isn't exactly square rotated by 45 degrees,
if say your tile width = 32
then your tile height = 16
+ the rotation

There are also some different calcs involved in moving around an isometric tile base.
I'm still really trying to decide what I should be coding for when the time comes, so anyone who has experience in creating rts/strategy/sim type games I'd like to hear from you on this as well.
I've read/heard that if your tile game contains walls, then isometric is a good way to go.
Otherwise square tiles should be enough.

Apologies to Phaelax for slightly hijacking his topic

keep posting about your WIP.
I'm looking forward to trying it out. Send me any source code/media if you want me to
tinker with it as well.

Everything happens for a reason
The admiral
22
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 16th Aug 2004 18:27
looks good so far Phaelax nice fow. JokerZ id suggest taking a fair bit of time to get used to and experience in dbpro before jumping into an rts. Im currently working on a rts and have been for a while now so i have an understanding of what it takes.

[href]www.vapourhost.com/~flyer[/href]
JokerZ
AGK Silver Backer
20
Years of Service
User Offline
Joined: 2nd Jul 2004
Location: Perth, Western Australia
Posted: 16th Aug 2004 21:39 Edited at: 16th Aug 2004 21:40
TheAdmiral,

I'm not new to programming. (but thanks for the advice!)
I have been coding for the best part of hmmm 25 years or so...
I dare say thats longer than some forum members have been alive

RTS/Strategy/Trading are the things I'm most interested in, but for now I'm happy to tinker with various other projects while I come to grips with DBP. I'm only really looking at 2D at the moment, I'm still some way from getting into the whole 3D thing.

Building an engine to handle strategy/trading (and possibly RTS) is not something I'm too afraid of. Pasting pixels to the screen is a lot more scary!! Especially since my ability as a graphic artist is somewhere between 0 and well 0.. Just wait till you see my 2D snake compo screenshot..

Everything happens for a reason
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 17th Aug 2004 04:38
Quote: "Just wait till you see my 2D snake compo screenshot"


Aren't you happy with where 25 years of experience have gotten ya.

I originally started this game in DBC before Pro was around. Pro has help me out a lot with simple things like queues and types. Though to be honest, objects would make things a lot easier for me.

Things the picture cannot show:
Unit selection and group assignment(ctrl+#)
early stages of pathfinding, courtesy of IanM's A* library

Given the new landscape commands, plus my own terrain library, I may end up rewriting a chunk of the code, as it only uses a matrix right now.

"eureka" - Archimedes
genius
20
Years of Service
User Offline
Joined: 16th Oct 2003
Location: Utah, USA
Posted: 17th Aug 2004 17:34
Hey... how did you do the Fog Of War?

Why do they have BRAIL on Drive-Up ATM Machines?
http://www.tamperstudios.com
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 17th Aug 2004 22:47
Phaelax, nice to see that you're continuing on with the project!

Good luck in the future, and that Fog is looking nice :p

Jess.


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 18th Aug 2004 03:37
Quote: "Hey... how did you do the Fog Of War?"


http://forum.thegamecreators.com/?m=forum_view&t=37166&b=6

"eureka" - Archimedes
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 18th Aug 2004 16:01
update:
While sitting in Economics class earlier this evening, I had my code printed out with me.(dont ask) So I went through it looking for things to optimize. My distance functions were only being used to compare distances, so the actual number was not needed. With that in mind, I was able to take out all uses of the sqrt() function.(most of them). I then added a few extra flag here and there to regulate certain updates that don't need to happen every frame. And then, probably the biggest optimization, I deleted all the old matrix code and stuck in my own matrix/terrain functions. When all said and done, I increased frame rates from 60 to 285. A 475% speed increase, not bad.

"eureka" - Archimedes
The admiral
22
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 18th Aug 2004 16:05
Very impressive speed increase there it just goes to show you how a few changes can make such a large difference.

[href]www.vapourhost.com/~flyer[/href]
genius
20
Years of Service
User Offline
Joined: 16th Oct 2003
Location: Utah, USA
Posted: 27th Aug 2004 09:25 Edited at: 27th Aug 2004 10:05
Thanks... do you have any code on how you did your FOW in your RTS?

Why do they have BRAIL on Drive-Up ATM Machines?
http://www.tamperstudios.com
soapyfish
20
Years of Service
User Offline
Joined: 24th Oct 2003
Location: Yorkshire, England
Posted: 27th Aug 2004 10:31 Edited at: 27th Aug 2004 10:33
How about you read the thread, it says in one of the earlier posts.

Formely code2kill
To tell you the truth, I'm just glad I DON'T enjoy playng The Sims.
the play2kill fan club
Phaelax
DBPro Master
21
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 27th Aug 2004 12:06
The link I provided above is a snippet I made showing how to manipulate image data alpha values. The fog in my game is basically an image where I've cut out the units' sight radii. It's not quiet finished yet. Right now, its an image textured to a plane that has been locked on to the screen. Looks fine for the most part, but depth perception is caused a less than wanted effect.

"eureka" - Archimedes
genius
20
Years of Service
User Offline
Joined: 16th Oct 2003
Location: Utah, USA
Posted: 28th Aug 2004 09:42
Ok. will do

Why do they have BRAIL on Drive-Up ATM Machines?
http://www.tamperstudios.com

Login to post a reply

Server time is: 2024-09-29 00:34:59
Your offset time is: 2024-09-29 00:34:59