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    posted a message on School Project in C
    Quote from Forge_User_33159862: Go

    Would be nice if you posted your progress on here in a seperate thread. This might not be the perfect community for gamedesign outside of starcraft, but there might still be some people interested in your project (at least I am ;) ) and willing to help if you need some. Just dont forget to put the thread in Off-Topic then.

    I quite like posting in the wrong forum, seems to gain the eye of the moderators at least. :)

    Might do that, but do keep in mind it's not due to start in 3 months. And until then i'll just be exploring the waters in using OpenGL, SDL, etc. and preparing the initial phase. Also, I only get to pitch my idea, it's not as the other people in the group don't have a say.

    Posted in: Off-Topic
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    posted a message on School Project in C

    Okay you have all convinced me that 2D is the way to go. I'm thinking 2D side scroller perspective so it has some basic physics.

    Posted in: Off-Topic
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    posted a message on School Project in C
    Quote from Forge_User_33159862: Go

    This really depends on your project scope. How much time do you have for the project? How big should it be at the end? Are there any requirement set by your school or are you free to do anything?

    I personally have worked with SDL and SFML, and while both offer easy to use libraries that lift all of the lower level sound and graphic work, both are rather suited for 2D games than 3D ones.

    We have around 2 months and about 70-80% scheduled time for it, the rest for another class. I was gonna pitch this concept:

    As for requirments, I'm not exactly sure but definitley coded in C and be multiplayer, other than that I think it's pretty free. I've seen older projects where they made a 2D shooter and another one where they made 2D RTS.

    Posted in: Off-Topic
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    posted a message on School Project in C

    I’m going to participate in a school project where we get to develop a game, the project starts in the beginning of April and I want to start preparing now as I have never developed a game with its own engine so to speak.  

    The crux of the problem is that we are only allowed to program in C and that limits the tools we can use. I’m thinking it’s going to be mostly SDL, OpenGL and GLUT. And as I have never done any game engine work I have no clue where to start.

    I’m also wondering if there are any tools that are out there that allows you to build a world much like the StarCraft editor does, or will I have to learn 3D graphics from the ground up. The thought of having to draw every single vector seems mind boggeling to me.

    I tried downloading the source code for Quake 3, as I gathered it was written in C, but I didn’t really get anything useful from it.

    I have programmed both in C and Java before. I’m just not sure how to tackle this task or where to begin? Any advice or books to read would be much appreciated.

    Posted in: Off-Topic
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    posted a message on 3 questions

    @SnyderGuy: Go

    Thank you it worked. Anxiously awaiting your return.

    @DrSuperEvil: Go

    Where do I do that? Im a novice with the data editor.

    Posted in: Data
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    posted a message on 3 questions

    How do you...

    1) Make rally point only be able to target buildings. 2) Make a barrack sell marines (spawn them instantly) instead of training them. 3) Creating custom requirements for a unit that are turned on/off through a trigger.

    -------------

    Remove Recruits (-) < Unit Name

    - Not Your Turn. < Requirments

    - No Recruits On Territory. < Requirments

    Subtracts one infantry recruit from the territory. <- Tooltip

    --------------

    Thank you in advance.

    Posted in: Data
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    posted a message on Risk UI help/suggestions

    Bump... I managed to remove the portrait by creating a black image above it. (You can't click on it anymore, else I would've just changed the actor as Ahli suggested on IRC.) This however didnt work for the "unit info area" as the information would apear when holding over the icon etc...

    So my question is: How to "hide" the area marked in red (make it black)...?

    Marked in red

    How to make a dialog button look like a marine icon??? :>

    Posted in: Triggers
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    posted a message on Risk UI help/suggestions

    I don't know if I'm asking for help or hoping someone take on this as a request. Anway, I want to make a UI looking like the standard blizzard with some modification.

    What I need to know is can I do... and how... Any answer to these questions will bring me one step closer.

    • Hiding the current unit selection UI. (Making it blank.)
    • Hide unit portrait.
    • Create dialog buttons over the portrait representing 6 slot inventory with card information when you hold over it.
    • Create dialog buttons over the current unit selection UI representing the units in this territory
    • How to set the image of the dialogbutton as seen below?
    • how to highlight a dialogbutton?
    • Creating dialog button in the command card for the "diplomacy" button and "card" button.
    • Make the ability rally point only be able to target units. (Not target ground.) Giving a building worker status and changing its colision size to 0.

    What you see is on the image is my idea of a UI for a turnbased risk game.

    Risk UI

    1. Green marine icon are movable units. You can use the rally point ability (see 5) to move it to a adjacent territory. When you select a territory all movable units are given a selection. In the image this is represented as the yellow line. You can mark and unmark the green marines and modifty how many of them will attack/move.

    2. Red marine icon means the unit can't move. If a new unit is created there should be 0 red-marines. If all created units are removed there should be a red unit again.

    3. Yellow marine icon means this unit has been created at this round and it can't move.

    4. Add Marine (+) / Remove Marine (-) to/from the group.

    5. Rally point ability should only be able to target units. If you click on a adjacent territory the units that are grouped (green marines) will attack/move to that territory. *works.

    6. A button to open the diplomacy menu (dialog window). Could be a button placed in the command card or outside what ever works best.

    7. A button to open a card menu. (same as above.)

    8. Don't need to be changed. (Swap between all territories you own.)

    9. don't need to be changed.

    10. Shows a players current card hand. You can have 6 cards. Should be dialog buttons or something placed above the portrait.

    Posted in: Triggers
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    posted a message on The Texture Shop (request icons and textures)

    My small request. I am making a risk map and I need a black terrain tile and a blueish terrain tile for borders and ocean.

    http://i247.photobucket.com/albums/gg143/Chaago/southhemisfer.png (this is how it look currently and the darkgreen sea really doesn't look all that great!)

    The sea should have blue color as seen in this picture. http://www.google.se/imgres?q=south+hemisfer&um=1&hl=sv&sa=X&biw=1366&bih=667&tbm=isch&tbnid=VpP0UxhWJjSdoM:&imgrefurl=http://www.icsm.gov.au/mapping/coordinates.html&docid=flOG4pQnWHM15M&imgurl=http://www.icsm.gov.au/mapping/images/hemisphere-west.gif&w=596&h=552&ei=EeD5TpKCBNH64QTA8MyNCA&zoom=1&iact=rc&dur=218&sig=110400370009967976780&page=2&tbnh=131&tbnw=141&start=20&ndsp=18&ved=1t:429,r:1,s:20&tx=121&ty=61

    However, don't make it too dark, I could use the black border texture to give diffrent areas darker color (Preferably the blue color next to the Argentine shoreline for example.)

    Also, if you are feeling creative you could add some style or pattern to resemble waves or something. (This might be a hard task.)

    I would be greatly thankful if you take upon this task. If you do please PM me.

    Posted in: Art Assets
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    posted a message on Defining inside/outside of a country's border

    @Thorgan8: Go

    Thanks,

    I have hundreds of region created on initialization Im wondering if I could create a new region that "covers" the entire area. The shape should be as a cross. Can I bind them together trough a trigger?

    Posted in: Triggers
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    posted a message on Defining inside/outside of a country's border

    How would one go about creating a country border, that is one region. I saw a map that used multiple regions but they where marked as one. I have no clue how it was done in the editor.

    Would it be easier to define points in a "region" (country border) and then link them together somehow. How would I check if a unit was inside or outside of this "theoretical"region?

    Hope that made some sense.

    Posted in: Triggers
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    posted a message on [Triggers] Turn Based Strategy Grid Movement Setup (Looking for Feedback)

    I don't know if I should post this here, but I'll give it a shot.

    So far I've managed to setup the grid and make the area that is "walkable" but... I cant exclude what you cant walk beyond, for example after the tanks or water.. etc... How would one make a pathing detection for that?

    http://i247.photobucket.com/albums/gg143/Chaago/walking2.png

    Posted in: Tutorials
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    posted a message on Help! "Expanding Area" - Loops and variables

    The area expands like a rhombus from the origin of x and y.

    this series is 1/4 of the rhombus but I figured that if I can make this side work I only have to reverse the pattern accordingly on the remaining sides.

    So far I think need two loops: loop(n); 1 >>> Max loop(q) 0 >>> n-1

    • edit

    http://pastebin.com/ArxfF0s4 *this is how its made now. But there is a problem with the last custm script (line 27.)

    http://i247.photobucket.com/albums/gg143/Chaago/asdaaa.png This is whats wrong currently. (mb im just geting really tired... but if some fresh eyes could take a look i'd be thankful.

    oh.. I was just tired nvm! ;< (SOLVED)

    Posted in: Triggers
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    posted a message on Preventing triggers from firing multiple times simultaneously?

    @schiZm22: Go

    add a wait and then set it to false?

    Posted in: Triggers
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    posted a message on Minesweepers

    Updated* fully playable, just no bonus features, and still lacking some polish.

    having a hard time winning?

    Type "divide by 0" and click on the zeroes that apear.

    Posted in: Project Workplace
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