Goblin Colony - new fusion showcase?

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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

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  • Here are some screenshots of the demo from my ultrawide. It's 3440x1440 @144hz and ran at solid 60fps, but I am using an RTX 4090 so I'd be worried if it didn't. :D

    It seems to respect the aspect ratio so that's good but ideally there should be full support for ultra-wide and it's on my to-do list. Hopefully it will be as simple as changing the window frame-size and maybe some code related to the scrolling and zooming. Thank you for the screens!

  • Nice work, congrats! REALLY curious how you managed the extension-less pathfinding for so many objects - I'm thinking some sort of staggering system?

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  • Nice work, congrats! REALLY curious how you managed the extension-less pathfinding for so many objects - I'm thinking some sort of staggering system?

    Hey SolarB, thanks! You know, it's been like 7 years since I made the pathfinding but I think I actually used one of your old TD examples as a starting point!

    So I use a combination of techniques. Enemies defaults to using a shared general weightmap and only get's individual paths when aggroed, which not only limits the amount of calculations needed but also leads to relatively short paths. And yes, for goblins and longer distances I basically que it up so the paths gets calculated for only 10 units at a time, next frame a new batch of 10 and so on. This queuing does introduce some delay (1 frame to be exact) but won't really be noticeable until 500+ units gets queued up which, thanks to the first step (and some other limitations), won't ever even happen in the game.

    I use a similar limit for world creation. I remember having issues with slowdowns when creating large chunks of the world so now it will only check max 500 steps each frame.

    Honestly there's probably room for much improvements but it works well and beyond for my purposes in this game.

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