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[MMF2] RTS Space Wars
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
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!
Clickteam.
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!
Clickteam.
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graphics look amazing!
Im making an RTS game aswell, although mine is medieval based.
Great work! -
Nice!
stephen1980
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simply amazing!
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Indeed, this looks great.
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This is very impressive! Good work!
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thx guys
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- Creation / destruction dynamic management unit IDs list (with recovery of holes in the list)
- Multipathfinding (Backup path for each unit)
- Movement with fluid steering angle (rotation, acceleration, déccélération)
- Search for the nearest enemy and shooting at him (except a player)
- Selecting with the lasso or by clicking on the unit
- Display units on minimap
- Advanced Management of scrolling (move if the mouse is on the edges, total control with a click wheel, allows you to go somewhere with quickly click on the minimap etc)
- Fog of war graphics
- Fog of war technique (hide the units in the fog)
- Repositioning square when we give the order on several units to go on the same item+Some serious achievements there.[cool]
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Quote from 00J
- Creation / destruction dynamic management unit IDs list (with recovery of holes in the list)
- Multipathfinding (Backup path for each unit)
- Movement with fluid steering angle (rotation, acceleration, déccélération)
- Search for the nearest enemy and shooting at him (except a player)
- Selecting with the lasso or by clicking on the unit
- Display units on minimap
- Advanced Management of scrolling (move if the mouse is on the edges, total control with a click wheel, allows you to go somewhere with quickly click on the minimap etc)
- Fog of war graphics
- Fog of war technique (hide the units in the fog)
- Repositioning square when we give the order on several units to go on the same item+Some serious achievements there.[cool]
My RTS can do all that too!
*disapears*
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My RTS can do all that too!
*disapears*
wow, where I can view your RTS ?
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Burntime has most of the features too, but I don't have fog of war. Any chance you share how you achieve it without major frame loss ? Do you have formations?
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I would be interested in this, as well. I can't make very good fog of war effects, while keeping a decent framerate.
stephen1980
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Maybe just have different animations for visible/in fog of war for all the tiles?
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Maybe just have different animations for visible/in fog of war for all the tiles?
No, it's just the same effect than my technical demonstration : ghost hunter
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Guys, A tip for fog of war (if your game is grid based like mine) is to use the Background Images Object. Depending on the screen and grid size you can use this to create fog of war effects without any FPS loss.
My game is pretty big though so I get a big of lag and I dont really think I will need it for my final game, but I implemented 2 layers fog of war easily enough.
All you need is an array to keep track of where the fog is and the BIO can do the rest.
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