Ethan's Recent Forum Activity

  • Great devlog, thanks for sharing. Looking really good.

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  • This is a really great behaviour, thanks again.

  • Paper.js for vector support. http://paperjs.org

    Also don't know if its possible but i'd like the ability to apply effects or say change the opacity on a single square in a tilemap object.

  • This looks like a really nice extension to tile map, thanks for your efforts…but all your links lead to the demo.

  • Not enough free time to add any new features so i focused on cleaning up the night fog of war.

    I made it so you can see partially into the next zone by another square, and created a quick tile set for the fog edge. I also added a sprite over the layer with multiply applied to it at a low opacity to give the tiles beneath a darker look.

    I'd like to add a glow or radial light around each visible unit which would cancel out the multiple effect so where the light shines the colours are normal. Does any one have any ideas how i can achieve this. Preferably on the same layer? Thanks.

  • Territories.

    I've been doing more work on Towns. Up until now you captured them as a source of income each turn and used the money to buy new units. Now they play a more strategic role.

    Each town now has territory surrounding it. Hovering the mouse over a town reveals it.

    When you capture the town you also capture it's territory.

    A sides collective territory is shown by a boarder.

    Territories do 2 things. First they give units a bonus in combat if they're in their own territory.

    The second purpose is they provide zones for Fog of War. I've implemented night and day cycles, currently 2 turns day and 2 turns night.

    During the night enemy territories are blacked out. They are revealed again once a unit crosses into it.

    I've updated the hud to show the time of day a long side the turn count. "morning, afternoon, evening, night".

    Lastly when a unit is capturing a town and moves off it before its 100% captured then the town reverts to 0% again.

  • Wow this is a really great project. Best of luck.

  • Paper.js looks really neat. I think it would have a lot of great uses.

  • pritam721 tic tac toe ai should be fairly simple as there are only so many moves you and it could make. You would just have to look for patterns and block the player where necessary. I've never made one so can't go into specifics. As for multiplayer i'm sorry i have no experience in that area. Good luck with your project though.

  • …Because the games runtime engine is browser based (html5) and the Construct editor isn't.

    I use Parallels to run Construct on the mac, but you will have to wait for Construct 3 for native editor support.

  • Trying not to let myself fall into the usual trap of making things animated rather an just functionally static to begin with, it should really be left to the end when the game is being polished, any way i added a dynamic hud which displays the current turn, number of towns captured and players money.

    It's dynamic for a number of reasons. It uses a mask created with a blend mode so the digits (which i've actually created with sprites) are on the layer beneath the map.

    The map scrolls so i couldn't use the anchor behaviour, instead i position the hud through events, but it also has to adjust to the browser being resized under letterbox integer scale which of course changes the window size. The hud size also changes so the number of digits always fits.

    I then tied it all together so turns are in, but theres no ai code yet so the computer just ends its turn and it increments. When a town is captured the town counter increments and player receives money, currently set at 12 per town per turn.

  • Thanks guys.

    alextro i like what you've done so far. I'll be sure to check out your tutorial when its done. It's always good to get another perspective on how others do things, there no reason to assume that mines in any way better.

Ethan's avatar

Ethan

Member since 20 Jun, 2007

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