Ethan's Recent Forum Activity

  • Movements are now in which includes move costs over different terrain types for different units. It also shows how far the unit can move and still have enough action points to attack or the player can sacrifice this ability and move further using all the units action points.

    I've added a basic menu system for now which will be greatly improved later. It includes a help system which tells you why an option is not available. The help info changes depending on the situation.

    Recruiting new units is in as well. It works like Battle for wesnoth where the commander must be on a keep and units can only spawn on connecting zones. Zones are connected dynamically using a flood fill so it can be altered easy in the level editor with no extra work.

    Also made a start on capturing towns, which provide a source of money each turn so you can buy new units.

    Lots more to add.

  • Hey that looks great, well done.

  • I made myself a mini map editor of sorts as a quick way to develop and test the game.

    Say my level map is 64 tiles x 48 tiles, i create a sprite 64x48 making each tile 1pixel in size. I then use different colours to represent the different terrain types like water land etc.

    Then i do an x y loop and get the rpg colour at each pixel position and depending on the value create a different tile when the layout starts.

    So this...

    becomes this…

    This also allows me to have each level as a frame in an animation, and each animation as a different campaign.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I've been thinking about how battles will be handled. Doing some research into how many tbs game handles things they tend to use complicated formulas that require tables or calculators, i wanted things to be much simpler so players can see at a glance which units are good or bad against other unit types. So i harked back to my board game days and thought i'd try a simple dice roll system and made a quick mockup.

    Attack successful.

    Defence successful.

    Each unit has 1 of 3 types of attack, ranged (like guns), melee (hand to hand) or arcane (magic). How strong that attack is shown by its Strength value.

    Each unit then has a defence against each attack type shown by their Toughness value. This creates a rock, paper, scissors approach to combat.

    Both these values are then modified by being added to or subtracted from depending on 2 factors, what terrain the unit is on and if that unit has been set to guard.

    This finally produces an Attack value vs a Defend value, each represents a roll of the die with a 50/50 chance of a hit/miss or block/miss. Hit and Blocks cancel each other out and any hits left over is the damage inflicted. The percentages shown represent the probability of the attacker or defender winning the battle.

    What do you think about this?

    Also do you think in a battle the defender should counter attack like in advance wars or should it just be attack and defend like in most boardgames?

    You can try the mockup here. https://dl.dropboxusercontent.com/u/159885981/tbs/tbsBattleMockup/index.html

  • Rebooting this project and perhaps combining it with my other one.

    Any way had a quick play about with procedural map generation and how i might go about it. It's my first attempt and lots needs adding and the values need tweeking but i'm already getting interesting island shapes.

    Heres basically how i did it. First i populate an array with random values between a set range. Next i loop round the values and average them out based on the values surrounding them, this generated a height map. I normalise it which smooths it off into bands or contours. Each height then represents a different land type like water, sand, hills, mountains etc.

    Still to be added, lakes, rivers, towns, perhaps different biomes like deserts or iceland.

    Also at the moment its really inefficiently coded and the generation time could be speeded up a lot.

    You can try the test here https://dl.dropboxusercontent.com/u/159885981/islandgenV1/index.html. Refresh browser to generate new map.

  • You'd probably have to save the date and time when the game is closed then when its opened again compare how much time has elapsed and compensate the game play mechanics accordingly.

    Example, you get 1 gold coin every hour. You close the game and reopen it 3 hours later. The game compares the times and calculates that 3 hour have passed so gives you 3 gold coins.

    I'm not sure how secure it would be against cheating though.

    Other than that maybe make it online and have a server keep track of things. I don'd have knowledge of that stuff though, and you say offline anyway.

  • Wow that was quick, i guess its exponential. 3 million should be even quicker.

  • So what games have you gotten on Steam then? I wonder if those Authors could verify your claims. Please excuse the scepticism, it's hard to tell who's

    not out to scam you these days.

  • …well i bet Mark Overmars is kicking himself. But then i don't know how much he got from Yoyo.

  • Another great and useful plugin, thanks rexrainbow.

  • I'll see your doughnut and raise you a bagel.

  • I know i'm late to this thread but i'd also be willing to chip in if this gets made. The free form mesh deformation is amazing.

Ethan's avatar

Ethan

Member since 20 Jun, 2007

None one is following Ethan yet!

Trophy Case

  • Coach One of your tutorials has over 1,000 readers

Progress

17/44
How to earn trophies