No name Isometric RTS

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Post » Sun Jan 04, 2015 6:47 pm

irina wrote:@Katala

I love RTS... i have one aswell in plan... but i have like 35 FPS playing with those 5 soldiers in your demo in FF !!??
(my PC 3GHz quad xeon 8GB , SSD, GF660TI 2GB)


I know im late, but the reason the guy below you is getting better framerate with an i5 and a lesser video card, is because Xeon processors are built for servers. Thats about all they are good for. They are built specifically to serve data out to other machines while doing basic software functions.

I hate to say it, but you could drop in a 2.6 core 2 duo and get better framerate. Also quadcores are still abit over hyped unless you use software that support them. Windows 10 is supposed to have a new "force multi-core" mode, so maybe people can get their money's worth.
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Post » Tue Jan 06, 2015 3:56 pm

@Jermfire
Thanks for the info.
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Post » Thu Jan 08, 2015 3:08 pm

Could you explain how you made the soldiers move in isometric mode.
I haven't found any tutorial on this theme.
I am a beginner and I can't understend how to snap animation frames to the movement directions.
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Post » Fri Jan 09, 2015 12:33 am

@bangoo
https://www.scirra.com/tutorials/1169/basic-isometric-projection
For 8-direction animation you could use
set "direction" variable
Code: Select all
int(((self.8Direction.MovingAngle+360+45/2) %360)/45)

and use "stage" like idle,walk, etc. So set animation should be something like.
Set animation.
Code: Select all
 player.stage & player.direction


Animations could be idle0,idle1... idle7. Starting from down right and going clockwise.
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Post » Wed Jan 14, 2015 6:08 pm

Code: Select all
int(((self.8Direction.MovingAngle+360+45/2) %360)/45)

Thanks for code, it works fine but units stick together and I have no idea how to make your code work with formation of sprites.

I have found an intresting example of formation movement by Reuben (attached).
but if the formation goes round the obstacle sprites animation freezes.

It may happen because of my animation code:

The use of angles may be is not the best way to make an animation but with your code it works nice.
You do not have the required permissions to view the files attached to this post.
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Post » Fri Jan 16, 2015 10:41 am

@bangoo
It has nothing to do with moving units in formation. Only setting animation direction. I pretty much use same thing for formation as in RTS template.
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Post » Fri Jan 16, 2015 3:40 pm

Liking what you've done. The unit selection and movement is great.
ImageImageImageImageImage
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Post » Mon Jan 19, 2015 10:27 am

@Katala
RTS CREATOR doesn't have human units. Demo available on steam, maybe you can learn something from it. Your human units walk good.
Playable games:
http://jamesxxxyz.newgrounds.com/
Newest: Blue and red arrows
Latest update: Blue and red arrows

What you want in C3?
viewtopic.php?f=146&t=122050

Youtube: https://www.youtube.com/channel/UCLE7Ml ... /playlists
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Post » Wed Feb 11, 2015 5:57 am

Nice Project, looks really cool.

Do you have any plans to implement collision avoidance for the units? I think thats still the base problem to be fixed :)
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Post » Thu Feb 12, 2015 9:40 am

@xeed
It was intentionally left out. I thought it would make the AI overly complicated and probably acting "dumb". Also I thought it would be CPU taxing and I already had a lot of performance problems. Maybe it would be easier now with pathfinding collision cells but, currently I have no plans to continue this project. I guess if I would do it it would be only for vehicles.
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