Turn Based Strategy (like Advance Wars) - DevLog

Show us your completed creations made in Construct 2

Post » Tue Apr 14, 2015 4:44 am

great idea
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Post » Wed Apr 15, 2015 7:12 pm

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

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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.
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Post » Thu Apr 23, 2015 12:29 pm

Damaged units can now be healed if they are occupying a captured town. Units heal 25% of their max health each time.

Thats the last of the town code. Adding the battle stuff next.

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Post » Fri Apr 24, 2015 10:04 pm

Ethan wrote:Damaged units can now be healed if they are occupying a captured town. Units heal 25% of their max health each time.

Thats the last of the town code. Adding the battle stuff next.

[img]https://dl.dropboxusercontent.com/u/159885981/tbs/tbsHeal.gif[img]


Wow, that looks pretty slick in terms of animation.

How did you get the image (text) to scroll down the box without having it clip out of the box? S
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Post » Sat Apr 25, 2015 3:58 pm

@icugigasoft thanks.

I knew when i started the project that eventually i wanted to have slick animated menus (current ones are just temporary).

The menus and interface elements are on a layer below the game layer, then i have a sprite which acts as a mask with blend mode set to destination out. The text (also sprites) are animated on the interface layer. Hope that helps.
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Post » Sun Apr 26, 2015 11:22 am

Really nice work so far looking forward to see where this goes!
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Post » Mon Apr 27, 2015 7:24 pm

Ethan wrote:@icugigasoft thanks.

I knew when i started the project that eventually i wanted to have slick animated menus (current ones are just temporary).

The menus and interface elements are on a layer below the game layer, then i have a sprite which acts as a mask with blend mode set to destination out. The text (also sprites) are animated on the interface layer. Hope that helps.


I've been puttin my interface stuff on the highest level... guess I need to learn about blend modes now, ha.
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Post » Mon Apr 27, 2015 9:38 pm

@Ethan very impressed by everything here, worldgeneration, good pathfinding, fast menu's and interaction functionality, starting to look like a very solid base, im thinking bit of possible concepts and this could also be a great base or turned into a spacegame concept, also great use of the masking, i used it before, but i find it annoying to have an extra layer for masking, wish it was an object-based thing
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Post » Mon Apr 27, 2015 10:46 pm

hey looks good so far, I'll be following your progress!
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Post » Tue Apr 28, 2015 8:20 am

Looks interesting. What kind of algorithm do you use for the pathfinding? cheers
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