The RTS Development Thread

For all those games that happen to not be BrikWars

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ForlornCreature
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Post by ForlornCreature » Fri Mar 18, 2011 8:22 am

I think I'll just stick to my own game lol.
I think for the (I officially now dub the) rune craft effect, a bit of scripting might be needed. I have been wanting to learn a scripting language, so I think I'm gonna have a go at learning game maker.
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Post by Olothontor » Fri Mar 18, 2011 8:24 am

ForlornCreature wrote:I have been wanting to learn a scripting language, so I think I'm gonna have a go at learning game maker.
... Or Construct. Python is a great language for this level of amateur programming, the syntax makes handling fairly easy sailing as long as you understand the underlying concepts.
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Post by ForlornCreature » Fri Mar 18, 2011 5:59 pm

Possibly, I have no experience with using script languages to influence actual programs, or to make images. Construct has very few tutorials, and virtually none in the area of gaming I'm trying to do. Game Maker has a much bigger community. Although I guess python would probably be easier and more useful in other things, idk
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Post by ForlornCreature » Fri Mar 18, 2011 11:35 pm

Grrr, I wish people would explain their cap files better, there are ones that make 2D isometric height mapping possible, but I don't understand a frikken thing that's going on in the events!
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Post by Olothontor » Sat Mar 19, 2011 9:01 am

Ouch.

My only suggestion, if there are no other .cap files available for what you're looking for, is to work through it slowly with pencil and paper.

It sounds tedious, but you usually have a much better understanding by the time you emerge.
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Post by ForlornCreature » Mon Mar 21, 2011 3:19 am

I just came up with my own method of placement, and substituted the nodes for diamond tiles so I get a usable grid!
It has placable blocks and a unit that doesn't work, ignore that.
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Post by Olothontor » Mon Mar 21, 2011 5:13 pm

ForlornCreature wrote:I just came up with my own method of placement, and substituted the nodes for diamond tiles so I get a usable grid!
It has placable blocks and a unit that doesn't work, ignore that.
I look forward to seeing if this actually goes anywhere.

I know this turned out SO well last time, but if you need my help graphically, just ask.
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Post by ForlornCreature » Wed Mar 23, 2011 3:06 am

http://www.mediafire.com/?dhwmd2cs6zv9yel

I've tried to make it recognise a certain shape of occupied tiles to make a 'mine', but it's not working.

More about it here:

http://www.scirra.com/forum/viewtopic.php?f=3&t=8953
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Post by ForlornCreature » Mon May 02, 2011 7:31 am

I'm guessing nothing is happening to do with RTS development?
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Post by Olothontor » Mon May 02, 2011 1:48 pm

ForlornCreature wrote:I'm guessing nothing is happening to do with RTS development?
You could've guessed without moving your fingers across a keyboard to no good purpose.
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Post by OREMAWESOME1234 » Mon May 02, 2011 1:56 pm

Olothontor wrote:You know what that'd be great for? An RTS Minecraft mod.

Build structures (possibly merge with previous mods, like the Runecraft mod) to create mobs, and then you act as the sole thinking "Hero" of your forces. You retain all of your normal abilities as a Minecraft player (I.e. you can harvest materials, remove and place blocks, etc).

The player would harvest resources and maintain management over the "base" as a whole, and each of its outposts. There could even be a custom map-generation algorithm that creates pockets of slowly renewing resources, so that traditional RTS-style resource gathering is possible without too much hassle. The algorithm could also place random "neutral" units and outposts sitting on top of resource quarries, etc.

It'd be a big undertaking, and so I'm not immediately going to jump on this idea, because.... it just wouldn't happen. It would be fucking sweet, but it's not gonna happen without some insane commitment. Oh well.
Already done by guy on the minecraft forum: http://www.minecraftforum.net/viewtopic.php?t=265477

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RTS development..

Post by lordracnar » Sat May 07, 2011 2:36 pm

I have created a paper and pencil nation building game you can read the rules here...



keep in mind this is my first game.

[https://docs.google.com/previewtemplate ... ode=public]

just copy and paste to a search engine or website entry bar[/url]

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Post by RagnarokRose » Tue May 10, 2011 12:01 am

Hrm. Cut the name, Caleb.

I'll run a test of this as soon as possible, but it looks to be intriguing so far. I may set it up so we can run a game over the fourm, how does that sound?
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Post by Olothontor » Tue May 10, 2011 5:13 am

Ross_Varn wrote:I'll run a test of this as soon as possible, but it looks to be intriguing so far. I may set it up so we can run a game over the fourm, how does that sound?
I'd gladly join in on that, the rules look interesting.

@lordracnar: Have you been able to do any personal playtesting yet, or are these rules a "dry run," as it were? Either way, I think we're about to do some for you, so be prepared to work out whatever kinks we find.
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Post by lordracnar » Tue May 10, 2011 9:38 am

Thank you for the comments and feed back I am proud to say that you are on e of the first to do this there are many kinks and your help would be greatly needed

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