ID:265551
![]() Feb 12 2006, 4:35 pm
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I went out to look for any demos on RTS/war games. I didn't find any. So from where I stopped working, I have no idea what to do from there, without a good example of what I should do. So where do I go from here?
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![]() Feb 12 2006, 4:42 pm
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Go look for games outside BYOND. Just find ones that are free and online, or just free. You can get great ideas and solutions to your problems by doing that. Unless you are looking for code, then I don't know.
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I beleive with all honesty in my hear that the path you should take from here...is to make one up. Break off from the norm of RTS games and do whatever you as a develper feel needs to be done.
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The Advice to look for internet games is a good idea. You can "make" a war demo by yourself. get some diff demos like, get a "Shooting demo", and put it inside a "Sound demo" or "icon states demo". You put parts together to make your work easier ;)
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Uh, no.
Basically, he's saying if I take a Zeta Source, S.Smilies game, and a demo for shadows, it'll work perfectly (actually, bad examples...they'd probably work together, but, meh, you get the point.). The best thing for you do to is learn how to do it yourself...demo's are good for seeing how others implement it, but not for ripping and using in your game. |
That really depends what you mean by demo, if you mean an easy copy paste code file, no, why ? Because out of the 5 or less of us on byond with RTS/war styled games that work, none of us are dumb enough to release our code. If you go look at our games, you might be able to find ideas on how you can develop your own game.
Heres some links to some example games: http://games.byond.com/hub/WildBlood/IronDogsAscension http://games.byond.com/hub/Crispy/ YetAnotherGenericSpace-AgeConquestGame http://games.byond.com/hub/LummoxJR/Incursion http://games.byond.com/hub/Acebloke/Wargames You might notice that none of them are what your planning to do, good, go make one. Edit: By RTS, you mean Command and Conquer style, good luck, cause on the byond system it'll probably lag, unless you use a very decent algorithm that calculates the easiest and quickest path from A to B and works well with BYOND. |
Acebloke wrote:
By RTS, you mean Command and Conquer style, good luck, cause on the byond system it'll probably lag, unless you use a very decent algorithm that calculates the easiest and quickest path from A to B and works well with BYOND. Like hub://Deadron.Pathfinding? =) Honestly, I don't expect the pathfinding to be an issue. Probably the most annoying thing for BYOND RTS games is the slow response time for mouse and keyboard input (traffic has to be sent over the network and back again before you see anything happen). By the way, check out hub://Malver.Clash - it's comes the closest to a C&C-style RTS that I've played on BYOND. It was always pretty laggy when I played it, but that may just have been the host. |
ascension by wildblood is the only RTS you've got in that list, although it is probably one of the best on byond.
Advice? Download something like the Starcraft Demo and play though it a few times to get a feel of what an RTS is like. Edit: By RTS, you mean Command and Conquer style, good luck, cause on the byond system it'll probably lag, unless you use a very decent algorithm that calculates the easiest and quickest path from A to B and works well with BYOND. Well there IS a pathfinding library that's pretty nice... unless you're planning to incorporate pixel movement for all of the units (a pretty bad idea. Would make the game ub3r laggy.) |
Crispy wrote:
Like hub://Deadron.Pathfinding? =) But that would be cheating, he might enjoy coding it himself ! :P *Checks it out* |
Well he said RTS/war, if you look at the original post, I know theres a lack of RTS games on byond, thats why I keep trying to get people to make them.
Well there IS a pathfinding library that's pretty nice... unless you're planning to incorporate pixel movement for all of the units (a pretty bad idea. Would make the game ub3r laggy.) It wouldnt be very C&C like if it didnt use pixel movement to some extent. Thats what I was getting at. If everything was just blocks using the normal byond system (ie. squares not pixels) that'd be easy to do pathfinding. Then again, it could still be pretty easy, just not perfect, it really depends how your going to code it. |