Author Topic: So I'm gonna try and make a Real Time Strategy game.  (Read 2786 times)

you should try static linking some of those dll's. it will make your exe bigger but still makes the root folder look more clean

you should try static linking some of those dll's. it will make your exe bigger but still makes the root folder look more clean
Maybe, not really a priority right now though.

Today I got the following things done:
  • Made it so you can select units:
    • Click on a unit to select it.
    • Click and drag to select a group of units.
    • Click an already selected unit to select all units of that type.
    • Shift-click to add the new selection to your previous selection.
  • Added in support for sound with the SDL_Mixer:
    • Added in some unit selection voice clips.
    • Added in some unit move voice clips.
    • Added in an ambient track.
  • Added in fog of war:
    • Fully visible territory is that which is in direct line of sight of any of your units.
    • Units can not see around trees or buildings.
    • Previously explored land is greyed out, but terrain, buildings, and trees are visible.
  • Added a basic unit info screen to the bottom when a unit is selected, though it doesn't have a lot of info yet.
  • Made the minimap look a bit more polished.
I'll post a video tomorrow.


For a throwback of those old RTS games you should have an ability to change formation of the units you have selected

would be the bee's knees

For a throwback of those old RTS games you should have an ability to change formation of the units you have selected

would be the bee's knees
Yeah, sure.

Right now I got to start on unit actions. Then I'll need to add buildings.

yes yes on my way on my way

i love it

For a throwback of those old RTS games you should have an ability to change formation of the units you have selected

would be the bee's knees

This!

I love being able to actually control how my units form up in rank and such.

This!

I love being able to actually control how my units form up in rank and such.
At the moment if a unit is told to go to the same destination as another unit, it just looks for the closest open space to the right. I guess I can add some more formations though. I still haven't quite figured out of unit movement will be tile locked though. I mean, the coordinate system doesn't lock to tiles, but the pathfinding does.

It should also involve a little logic too, like if it's a box or circle formation the weaker/ranged units go inside while stronger/melee units go on the outside.

holy stuff this looks awesome

like stronghold crusader but cooler

I like the art style so far keep it up this is interesting

holy stuff this looks awesome

like stronghold crusader but cooler

I like the art style so far keep it up this is interesting
Thing is I'm at the end of what public domain art can get me. I'm going to have to use all kinds of placeholders now until I can get someone to make some pixel art for me.

Thing is I'm at the end of what public domain art can get me. I'm going to have to use all kinds of placeholders now until I can get someone to make some pixel art for me.
still awesome I love it

New video posted:
https://www.youtube.com/watch?v=-qLojl_rAe4&feature=youtu.be

I also added it to the OP.
really reminds me of age of empires. i dig it. the building style's really nice, too

still awesome I love it
really reminds me of age of empires. i dig it. the building style's really nice, too
Thanks a bunch guys.


Anyway, I've started to add in actual commands for the villagers. Hopefully by tomorrow you'll be able to tell them to terraform, pave roads, collect resources, and plan buildings among other things. While programming this kind of stuff is actually pretty easy (in comparison to doing depth testing or pathfinding) I don't have any more animations for these guys, so keep that in mind.


This is going reasonably well. Added in two different formations so far, line and box.