Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
[feel to post comments, ask questions by replying to the thread] May 06 April 21 2007 Thought of posting another screenshot =] http://projectrts.googlepages.com/Buttons.jpg IM GUI in action. Here's a 1.3 MB trailer if the screenshot doesn't tell you much http://projectrts.googlepages.com/OgreNetTest2007-04-1615-19-47-85.wmv I'll tinker here and there on the GUI and then dive into Networking.
Ok, I'm making a detour and going to get some basic GUI working. Setting up a GUI is a time consuming task. For this reason I'm going to use the Immediate GUI approach which is simpler to build than a traditional GUI system (based on messaging). When it's done I'm going to make the GUI library available for personal use like I did with my other libraries (just the dll assembly, not the source =]) April 13 2007 The units are controlled by a unit manager and work on sweep selection is finished (for now). You can see the sweep selection in action here: The next big think I'm working at is networking. April 12 2007 Working on sweep selection and unit factory. You might have noticed I haven't payed to much attention to the GUI. Sweep selection will be no different =] (for now). http://projectrts.googlepages.com/Sweepselect.jpg (the small black squares make the selection box corners)
A quick movie trailer (2MB, 30 sec) showing unit movement and pathfiding in the latest Nanostorm build. http://calinnegru.googlepages.com/OgreNetTest2007-04-1007-59-06-59.wmv
A new build showing waypoints/pathfinding. http://calinnegru.googlepages.com/Waypoints.exe Place the executable in the same folder where everything else is( i.e. the other executables )
http://calinnegru.googlepages.com/RTSstartup.jpg A basic RTS setup I came up with at the end of this week. It doesn't have any AI, pathfinding, etc, all you can do is select the units and move them around on the map. Here's how it works: When you start the demo make sure that the mouse that controls the R cursor is in your right hand and the mouse that controls the L cursor is in the Left hand. http://calinnegru.googlepages.com/RTSstartup.rar To get the demo spinning you need NetFramework 2.0 (it comes pre-installed on Vista). It is highly likely you'll also need the latest VS runtime: http://calinnegru.googlepages.com/vcredist_x86.exe ------------------ [This message has been edited by Calin (edited May 06, 2007).] [This message has been edited by Calin (edited May 07, 2007).] |
MastaLlama Member Posts: 671 From: Houston, TX USA Registered: 08-10-2005 |
Man, that's some cool stuff! I've always thought implementing 2 mice or 2 joysticks for a game would be a fun and different way to play. I've always wanted to make a mech shooter using 2 joysticks...anyway, back on topic. Good work man! |
Lazarus Member Posts: 1668 From: USA Registered: 06-06-2006 |
Sweet. Are there that many people who own two mice, though? |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
quote: Yeah it will get them broke if they buy one. Beside the game will be 100% playable with a single mouse.
quote: Thanks for comments [This message has been edited by Calin (edited April 11, 2007).] |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Updated ------------------ |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Update ------------------ |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Update ------------------ |
SSquared Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
Wow! That is looking really nice. What graphic engine are you using again? In another thread you mentioned it had not yet been decided but you may use Irrlicht for .NET. It looks like you've gone far enough with some sort of engine. Are you moving forward with whatever engine you are currently using? |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
I'm using Ogre. I choose Ogre because it has a C#/NET wrapper that is actively maintained. Since I've started to go this road I should stick to it. I'm trying to keep the code clean/OO (object oriented), that would help if I decide to use another engine (which at this point is very unlikely). ------------------
[This message has been edited by Calin (edited April 22, 2007).] |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Update ------------------ |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Yep another update. ------------------ |
Lazarus Member Posts: 1668 From: USA Registered: 06-06-2006 |
Hey, that screenshot looks good. |
Mene-Mene Member Posts: 1398 From: Fort Wayne, IN, USA Registered: 10-23-2006 |
Wow, its really coming together. Just a suggestion, you might want to divide the landscape visually into squares as to give the player a sense of structure when selecting squares. ------------------ I reserve the full right to change my views/theories at any time. |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Glad you like it.
quote: I removed the older screenshots to scale down the confusion =]. ------------------ |
Mene-Mene Member Posts: 1398 From: Fort Wayne, IN, USA Registered: 10-23-2006 |
cool! If you don't mind my asking, It looks like they're off-center. ------------------ I reserve the full right to change my views/theories at any time. |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
quote: I'm not sure I understand what you're trying to say. ------------------ |
Mene-Mene Member Posts: 1398 From: Fort Wayne, IN, USA Registered: 10-23-2006 |
They're not in the center of the squares. ------------------ I reserve the full right to change my views/theories at any time. |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Oh mean the robots? Most them were walking when I took the picture, however even when they stand still they stand at the corners (that's where the pathfinding nodes are) not in the middle of the squares =]. ------------------ |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
Another update ------------------ |