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Work in Progress / dark rts in dbc ( work in progress )

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Alien 001
19
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Joined: 4th Jul 2005
Location: Gateshead UK
Posted: 18th Jul 2007 12:05
this game in time could be like red alert one of the best RTS games i have every played. i always like the 2d look of that game.

There are so much i need to do but it has the following:

1.Menu system
2.build in map editor
3.Map scrolling
4.basic Unit selecting/moveing
5.unit collision with map
6.unit animation ( which direction it is moveing )

the test map is 100 by 100 but it can be small as 50 x 50.
I'm working on an new path finder called FLOW. that should get around the problem of find paths for multible units to an single target position.

The map tiles are from some one but for the life of me i can not rember his/her name.

sorry i did not have time to save some screen shots.

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Sixty Squares
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Location: Somewhere in the world
Posted: 18th Jul 2007 14:55 Edited at: 20th Sep 2007 02:46
Sounds cool so far. Upload screenshots as soon as you can

Mr X
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Location: Universe, milkyway, sol-system, Earth...
Posted: 19th Jul 2007 12:52
Nice work. Keep it up, and you'll have made an good RTS game. Try to make it really original, and it will be awsome.
Alien 001
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Location: Gateshead UK
Posted: 28th Jul 2007 12:00
Here is an new version. I have added an system to have the units i'm testing it with 15 units an it work find. I have fix the slow down that some times happen when the unit is moveing. also some other little thing that i have fix. Also added an mimi map. Three different unit types and different moveing speed.

I have just finished my new path finder called flow. I did not had time to add it. but There is an demo of it working. also an old a* path finder with code.

path finder flow
you will find it faster that other. And you do not have to re-calulated the the paths for dirrent starting position with the same end position. You can drag the starting position to any where you want to.

I think it is time for some screen shots

Main menu:


game:


path finder:


flow path finder:

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Dr Manette
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Location: BioFox Games hq
Posted: 28th Jul 2007 17:26 Edited at: 28th Jul 2007 17:30
You've got a semi Starcraft feel to it. Are you planning on using isometric art, because I think it would look better than completely top down. The movement is actually fairly smooth, so good job on that.

Mr Tank
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Location: United Kingdom
Posted: 29th Jul 2007 01:06
This looks pretty. It also seems that you know what you're doing with the path finding, so I have faith this will turn out well. Best of luck!

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Benjamin
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Posted: 29th Jul 2007 01:15
Pretty cool, although the units get confused sometimes when some are either side of the water and I try moving them somewhere (some just don't know how to get there and stay over their side).

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Alfa x
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Location: Colombia
Posted: 31st Jul 2007 20:36
It's looking good.
Take into account what Benajmin and Dr Manette said.
Mr X
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Posted: 1st Aug 2007 12:36
Very nice. Keep it up.
Alien 001
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Location: Gateshead UK
Posted: 3rd Aug 2007 12:17
Dr Manette... i'm not going to use isometric grid. because i don't have an clue how to do it. I would like to see if i can make an little demo of an isometric grid.

Mr Tank... in the demo the path finder is very simple.

Benjamin... the problem is there is not path finder. I just did not have time to add it.

in the new demo i have added my path finder flow code. It works about 4-5 times faster that the old one if not more. Also added an drag selection box. In the demo there are 100 units to move arount the maps. You will see about 300-700 ms to calulate the path on an 100 by 100 map. But on an 50 by 50 it is down to < 100 ms. There is some slow down while the units are moveing about 10 FPS. If you try this in red alert the game speed is very slow.

i think i will work on the building for the next demo. I try to post an demo every week or two.

I did an search for path finder the other day an i could not find one that is like my path finder flow code. I could have come up with an new way of doing it.

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Alfa x
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Posted: 3rd Aug 2007 15:01
Hi I have three observations and one question.

1) You can get the mini - map to work so movement around maps
is more easy.

2) When you move a group of units and thaey arrive to they target position they keep moving forever.

3) When you block one side of the 100x100 first map, the units that take that way, don't turn back and get across the other side.

Question:

1) How you calculate the path cal time?
Dr Manette
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Posted: 4th Aug 2007 15:45
I'm not entirely sure about isometric, but it's pretty much an image drawn at a slant with an invisible grid. You'd use the grid to detect where units and buildings can and can't go. I might wip something up as an example for you, later today.

Alien 001
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Posted: 15th Aug 2007 12:25
Alfa x... About the three observations. I have add an mimi map jump. so when you check on it it jump to that map position. about the units that keep moveing around the target position. It is dune to how i made the path finder. I should work out how to stop the unit moveing when it reach the target. About the last one it is due to that the path finder is not re-calulate. It should but i found it is an lot faster that other path finders.

about how th calculate the path time is very simple I use Timer() or is it Time(). you add an verible to the start of the code and one at the end. Time = end - start but you have to rember that the you have to * 1000 to get it in sec.

Dr Manette... about the isometric the problem that i'm haveing are drawing the map and to see if an unit is within that position.

more on the path finder flow. There are 2 codes at work here one that calulate to flow and an basic one. THe basic one is very simple if current_X > target_X then current_X = current_X - 1 . it is the same for the other direction.

I have been think of turn it in to an 3D game with isometric View.

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Alfa x
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Posted: 15th Aug 2007 23:54 Edited at: 15th Aug 2007 23:56
@ Alien: Thanks for the TIP.

Quote: "I have been think of turn it in to an 3D game with isometric View. "


It is an excellent idea. I bet it can be a better game that way.

Quote: "About the last one it is due to that the path finder is not re-calulate. It should but i found it is an lot faster that other path finders. "


To avoid recalculation: Ok. Why don't you make when you find the path, to take into account other units as obstacles?

To avoid recalculation: My second suggestion is if you find that your units don't move significantly and that they are't in their final point. To make a new calculation, that takes to the final point taking into account other units. If the path is closed from any way. You can make the units stop.

To make units stop: My third suggestion is you can make to stop a unit when is a distance from the arrival point that the path calculation included units, doesn't takes any far to the point.
Dark Dragon
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Posted: 16th Aug 2007 05:18
Nice...I like the RTS
Alien 001
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Location: Gateshead UK
Posted: 19th Sep 2007 12:29
i'm sorry it has been some time but i have been playeing some games and working on other things. like the N=P*Q problem. Where P and Q are prime numbers. I think i will post the snippet of the path finder in the next week or two.

Quote: "To avoid recalculation: Ok. Why don't you make when you find the path, to take into account other units as obstacles?"


This path find does not work like that. It can handle simple obstacles without recalculate the path. But witk A* path finder you would have to recalculate the new path if there is one unit in its path. or wait unit till that unit has moved.

Quote: "To avoid recalculation: My second suggestion is if you find that your units don't move significantly and that they are't in their final point. To make a new calculation, that takes to the final point taking into account other units. If the path is closed from any way. You can make the units stop.

To make units stop: My third suggestion is you can make to stop a unit when is a distance from the arrival point that the path calculation included units, doesn't takes any far to the point. "


I'm still working on how to stop the unit. That for the help.
Alfa x
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Posted: 25th Sep 2007 20:55
I'm hopping to see that soon
Darth Kiwi
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Location: On the brink of insanity.
Posted: 1st Oct 2007 01:14
Nice game, feels a lot like the old red alert. Isometric would be better, I think, but good work so far.

Quote: "I'm still working on how to stop the unit. That for the help."


I'm just wondering, could you perhaps make it so that if the unit gets within a certain distance of its destination, it stops? I'm not sure exactly how your code works, of course, but maybe it's worth investigating.

3D game making is a combination of pc crashes, yelling and coffee.
I'm not actually a Kiwi, I just randomly thought it up one day.
Alien 001
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Location: Gateshead UK
Posted: 9th Oct 2007 13:20
i'm sorry i have not been on in an while i have been playing Elder Scrolls: Oblivion . I still have not finished it.

here is the link to the snippet of the pathfinder.
http://forum.thegamecreators.com/?m=forum_view&t=115845&b=6

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