Katala's Forum Posts

  • mrnannings, workers still sometimes don't get picked quite right and that building in general needs a bit improvement.

    , It is almost the same as in RTS template.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Not much really at this point, but I thought I could start devlog sort of thing from this.

    At this point you can build two buildings, Command Center and Factory. From Command Center you can build Workers to build more stuff. Factory doesn't do anything yet.

    Some possible features:

    -You can make layouts for your units before mach start. About six different layouts for infantry, light vehicles, heavy vehicles, planes and defencive structures. Possibly ships. You could chose the base frames, main weapons, sub weapons, some special abilities (EMP), extra armor etc. This will then determine how much your unit costs in the game and what tech does it reguire.

    -Possibly limited resources for the units so it would be usefull to have some supply units with the army.

    -Two mineral manage. Power from factorys and one mining mineral.

    -Call the powerful Command ship to the battle and if that is destroyed it is instant lose.

    -Multiplayer even if it takes 100 years to implement.

    -AI player

    -Branching singleplayer campain.

    -Level/mission editor.

    Some controls:

    arrows or window border to scroll camera

    mouse does various things

    for performance debug:

    F = toggle fog

    T = bit more realistic group movement

    R = animations

    Z = Zorder

    Q = Full screen scale quality

    Final game will be exported with Node-webkit so chrome is best options to test.

    Try here

  • C-7, Yes I tried Courier earlier and these demos are just sick cool

    I really have to use this technique in some project. Was thinking so many scenarios where it would fit.

  • Ok remove first word works but how about if I would like to remove word by it's serial number.

    I would use this in a RTS build queue variable that could look something like this "1 1 14 24" and this would be handy if the player wants to cancel some units.

    I have watched all kinds of guides but cannot seem to wrap my head around it.

  • I feel the music is just saying Whoops! No drifting today just drive nicely and have a nice day.

  • Music is something I remember the best from X-Com Interceptor. That dynamic music really brings you more in the middle of the action. However in my knowledge this method is not very often used.

    More information on the video description.

    Also here is an example how it works in practice http://youtu.be/06o12jNTyso?t=5m4s

  • This seems to work

    RegexReplace(text.Text , "^\S+\s" , "g" , "") [/code:1bl42qvk]
    Still not sure what the flag does though
  • Well didn't expect this to be so difficult

    This doesn't really work

    replace(Text.Text, tokenat(Text.Text, 0, " "), "")

    If I use replace it removes all the same tokens. So I think I should use RegexReplace.

    But I don't quite understand what this means

    [quote:2diyooig]RegexReplace(String, Regex, Flags, Replace)

    In String substitute matches for the regular expression Regex (with Flags) with the string Replace. The replacement string can contain the following special characters: $$ (inserts a $), $& (inserts the matched substring), $` (inserts the portion of the string that precedes the matched substring), or $' (inserts the portion of the string that follows the matched substring).

  • I made this a while back. Not maybe the best ever, but so far I didn't have any issues.

    CAPX

  • Isometric is very much doable right away. Just thinking could it be possible to implement some more tile offset options to tilemap. Like for every other row or so. It is just much more efficient to use one object for larger maps than tens of thousands single tile objects.

    Also this was a big help for me to get started on isometric. http://clintbellanger.net/articles/isometric_math/

    Specially this:

    [quote:mmxasfrx]And with some simplification we get the basic formula for isometric projection:

    screen.x = (map.x - map.y) * TILE_WIDTH_HALF;

    screen.y = (map.x + map.y) * TILE_HEIGHT_HALF;

  • 1 000 000 HYPE!!

  • I you are ever going to make bigger project I think it is quite important to be enthusiastic about it yourself and partly making it to yourself. There is always a good chance that there are people who like it as well. Feedback is good for the things you might be blind to, like one thing that was already discussed here, that people understand how your game works, difficulty (this seems to be my personal nemesis when I want to make challenging games they end up to be insanely hard ), controls etc. In my opinion it shows on the final result if people making it were really into it rather than just making it for quick profit.

    Personally I would be quite glad if my game would sell all right. Would reduce the amount of pointless uninteresting work I would have to do. Just hopefully there will be time when money is a subject of history and reason will win.

  • I made an example of how to draw isometric map to two tilemaps. For any efficient use you probably have to make your own editor or maybe you could make the level on normal tilemap and load it from there. It's still work around solution and I would't have anything against this . With this method your tileset would use double the memory necessary. Also as far as I know there is no way to load tileset at runtime and I would very much like this.

    Download example

  • Don't know best but this one is good

    Quite over the top stuff