Windwalker's Recent Forum Activity

  • Ashodin, that frameworking took a full month for my game but now I'm enjoying it myself. This month a Turkish Magazine had your game listed in "watch these as they come" list, btw :) The magazine is called "Oyungezer" to be translated as "Gamewalker"

    Played your demo too, everything seems very fine. Yet the combat was difficult, lots of unusuble letters were filling the table. But you have an update specifically for these which I didn't check yet.

    Sorry about the kickstart, hope you get to do achieve whatever you aim for :)

  • I know the subject is Arrays but that collision improvement is so much needed for my game :( Just tell us if it is soon future or far in the horizon, ashley :)

    -Also the regenerate partial obstacle map for pathfinding.

    I know, I shouldn't have started with an RTS project... But it already happened so...

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  • Yes you can. Turn based, tiles, relatively static decision making, easy AI. So I believe you can do it in C2. However please note it seems it will require a real good deal of data management of sorts, ie arrays, dictionaries, lots of instance variables to be kept and interacted with. These parts will not be easy on any platform.

  • I think you have to look into the concept of "picking" in C2. When you have many of the same objects on the layout and you tell the engine to do sth, you have to specify which one (or ones) you want to do whatever.

    There is a wonderfull video about this here:

    youtube.com/watch

    This one opened the final door for me about picking and I think it will help you too. And it's a good place to start watching other construct 2 live classes videos too. I learnt alot from them.

    Be patient, watch some vids, read some tuts and before a week you will be able to imagine the events of whatever mechanic you want to implement, I promise :)

    Regards;

    -Wind.

  • That's a start for sure. It's pretty basic but the games you are targeting are basic too, so I think you are good to go. Give us some more, though, for further comments :)

  • Interested! Need moar :)

  • Nice little thing that made me smile for some reason. Well done :)

  • Exellent style and theme, really enjoyed it. I think it's going to be awesome when you complete it. Mobile support will be excellent. Well done.

  • Thanks for the replies, everyone. I tried to implement the spatial hashing, but picking cost seems to be higher then the actual collision checks (that, or I really effed up in the events).

    So for now, I will try to design with lower counts of objects. And my grid based, real time map system will have to change completely...

    How nice would it be if someone could come up with a plugin or behaviour for this, as both the quad-tree and spatial hashing seem to be easy to implement...

  • I am imagining a screen-size invisible sprite with many imagepoints hand-placed by you and enemies moving through them in order via bullet movement? This way you can visualize the movement pattern before they come?

    Or you can use many small invisible sprites as waypoints?

    You could use arrays to store screen locations and let the enemies loop through various arrays for various flight patterns?

    You could also do it in a relativistic way, ie, instead of screen coordinates enemies could have "enters the screen from top, moves 50 pixels south, then 40 pixels west and 90 pixels further south (diagonal), then west until exits the screen... So what you put in 2d array 1: +40,0 2: -40,+90 3: -500,0 and these you add to instance variable called "target" of the bullet behaviour sprite.

    Just on the top of my head...

  • Hello friends;

    I am working on an rts game where player (and the computer) each might have up to a few hundreds of units. (I know, it sounds like bad design, but it's not, you will believe me when I show you the game:))

    And since most, if not all, units will need to react to enemy units when they are in range, I will need a real or pseude collision detection between the few hundred player objects and few hundred computer objects. Add to that the terrain pieces, which is a rather large terrain by the way, and you see I got myself in trouble. I am not even mentioning that each player unit currently doesn't check against collision for eachother, so they are able to pass through eachother.

    Now, I have tested this up to a 300 player units against 50 terrain objects and pc is able to handle this very well. But beyond this it will become bad, and I will not be able to expand.

    After some research I am convinced quadtrees may help me here. I have read some posts by Ashley where he says collision performance is on to do list but low priority. But I think I can create my own quadtree system via events and thats where I need help.

    First, check this beauty up:

    mikechambers.com/blog/2011/03/21/javascript-quadtree-implementation

    Now, then, any idea where / how to start :)

    EDIT: or this spatial hashing, which looks easier to implement:

    conkerjo.wordpress.com/2009/06/13/spatial-hashing-implementation-for-fast-2d-collisions

    Kind regards and thanks in advance;

    -Wind.

  • Hello Burvey I downloaded and played your game and I understand that core mechanics are in place and you have a nice ground for any other improvements or content additions in future if you so wish.

    The only thing I can advice would be on what people call polish, firstly, as adviced by friends above, in the interface design. Though if you ask for specific information, I would not be able to deliver as I am not any sort of artist. But googling for interface design may be a start, as well as asking for specific help on the forums. But even before all these, you should have a clear design goal in your mind - if you don't already have one. Like a color palette, a standard system for icons, placement... I understand you are targetting handhelds, so character sizes, icon/button sizes all come into consideration here. It took several seconds and attempts to understand that I had no tokens and thus I am unable to upgrade my skills, even though token amount indicator was conveniently placed just because it's not correct size and/or color. The token amount is the most important thing in that screen (upgrade shop) so it should be the most noticable somehow. I would also suggest to move away from the edges of the screen a little bit more for everything that is on the screen. Not much, but some.

    Of course it's better if all these support a master theme. ie you can go for sterilized/facility look and feel of Portal games, or steampunk look, or just cartoonishly cute looks and feels.

    Next up is sound and music and you are almost done. Currently there is a lack of rythim in the game, something in the background that needs to tell the player something is happening or nothing is happening at all. Like a rythmic music that is increasing the tempo as the timer runs out (if there is a timer that is) or just a looming sound like a cave echoing that feels like the game is waiting for input from the player. Of course all these sounds and musics should be in coherence with the theme you selected first.

    I am sorry I just talked (typed?) alot but your game looks so fundamentally complete - or ready to completion - that may have been exposed to some A.314/excitement :)

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Windwalker

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