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Ian Clark Barefoot



Registered
  26/10/2005
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27th October, 2005 at 14:09:26 -

First off, I'm not sure this is the right forum to post this in and it took me for-freakin ever to get here, I'll be sure and donate 1$ and I suggest you all do the same. I wasn't even sure I was using the correct pass, so that was frustrating, I've never seen a password include "_`" characters.

My problem is a simple one, I'm a sprite artist, I've done some sprite work inspired by WC2 that I would like to make into an RTS and I'm looking for examples of RTS games made in TGF, so I can see how they design the AI since I have no clue how to do it, my current AI is very very dull and simplistic. are there any existing RTS engines for TGF? or if it is not a good program to use for RTS, what is? any help is appreciated, here is a mockup (non-functional) of what I have so far in terms of artwork. I do want to make this quite different from a trad RTS and try to implement some new features so input is welcome in general.
http://gazler.com/users/xanthier//shoddy_mockup.png

I will probably need help in the future so keep me in mind, but right now trying to get a solo start.

thanks guys.

Image Edited by the Author.

 
"I assure you, we are quite safe from your pitiful little band."

axel

Crazy?

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  05/02/2005
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28th October, 2005 at 04:46:13 -

Very nice artwork there.

But i think you better get MMF if you want to make an RTS.

 
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Destroyer (CrobaSoft)



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  10/10/2004
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  1106
28th October, 2005 at 05:42:42 -

There hasn't been made an RTS engine in TGF, because it isn't possible. Mainly bacause of the object limit. The object limit is 256, if there's four teams, each team can have 64 units. But each unit needs at least two detectors for pathfinding, so that's only 21 units per team. You also need actives for buildings, trees and dots on the minimap. So at max, you can probably only have 5 units per team.

 
Visit www.crobasoft.com or you're a Noob.

Ian Clark Barefoot



Registered
  26/10/2005
Points
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28th October, 2005 at 11:53:33 -

so then is it possible with MMF? I will buy it if it is, but if not...
what is this 2 detectors for pathfinding, can someone explain how I would go about setting up the AI because I have not been using this method. maybe there is documentation on it.

Image Edited by the Author.

 
"I assure you, we are quite safe from your pitiful little band."

Radix

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28th October, 2005 at 13:31:12 -

I was going to say... yeah, there are certainly other ways around pathfinding.

Anyway, practically anything is possible in MMF, but not necessarily without some serious extension work. I'm yet to see anything resembling a decent RTS in MMF, but Terminal Orbit has been in development for a while and knowing Tigs, I'm sure it'll work the way it's supposed to. If he ever finishes it.

So yeah, if you want to make a klik RTS you'll need MMF to give yourself a fighting chance. Maybe if you're lucky MMF2 will be a little more flexible when it comes to the tricky stuffs. Maybe.

 
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Ian Clark Barefoot



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  26/10/2005
Points
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28th October, 2005 at 14:08:43 -

how is pathfinding done up to this point?

 
"I assure you, we are quite safe from your pitiful little band."

Cecilectomy

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28th October, 2005 at 17:19:56 -

actually an rts is totally possible in tgf its just not practacle because of that "256 object limit". but im not an AI person so i cant help you on that part.

 
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Destroyer (CrobaSoft)



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  10/10/2004
Points
  1106
28th October, 2005 at 18:12:06 -

The simlpest way to do pathfind, it to use the direction calculator and two detectors.
First give the object ball movement, Place the hotspots of the detectors in the corner(Down-left for the left detector, and down-right for the right detector) then make 32 directions.
Always place the detectors at the object, and always set their direction to the direction of the object.
Always rotate the object towards the target with the direction calculator.
If the left detector overlaps an obstacle, and the right doesn't, rotate the object to the right, same thing for the right detector.
If both detectors overlap a backdrop turn the object around 180 degrees.

Image Edited by the Author.

 
Visit www.crobasoft.com or you're a Noob.

Ian Clark Barefoot



Registered
  26/10/2005
Points
  15
28th October, 2005 at 20:54:36 -

aha.

I will likely need help with this, before I get too carried away I'd like to try and pull of a single-map demo, where can I find an (MMF) programmer if thats what you'd call it, to help me with that? If you can tell me a good place to find wanted help, please notify me via email ian at flexiss.net, thanks.

 
"I assure you, we are quite safe from your pitiful little band."

Ian Clark Barefoot



Registered
  26/10/2005
Points
  15
28th October, 2005 at 20:54:53 -

aha.

I will likely need help with this, before I get too carried away I'd like to try and pull of a single-map demo, where can I find an (MMF) programmer if thats what you'd call it, to help me with that? If you can tell me a good place to find wanted help, please notify me via email ian at flexiss.net, thanks.

 
"I assure you, we are quite safe from your pitiful little band."

Destroyer (CrobaSoft)



Registered
  10/10/2004
Points
  1106
29th October, 2005 at 05:38:43 -

Try posting in the solitare forums, and also the screenshot. If you don't find anyone to help you there, try posting at gamedev.net

 
Visit www.crobasoft.com or you're a Noob.

Assault Andy

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  29/07/2002
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29th October, 2005 at 06:39:56 -

Those graphics are bloody awesome! Basically the easiest way to make an RTS would be to use the pathfinding object (MMF only). Like most people said, MMF is really much more powerful and has all the extensions to make an RTS very quickly.

 
Creator of Faerie Solitaire:
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