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 Post subject: STK RTS Prototype
PostPosted: Mon Jun 14, 2010 4:59 pm 
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Hi all :)

I create a RTS prototype for School in 3/4 months on my free time using:

- Sprites from Lost Garden
- Slick 2D
- TWL
- Kryo

The game works fine on Windows XP, I didn't find time to test on others OS. It's an old school RTS like C&C95 and you can play on local network with 8 players.

There are ~20 different units and buildings (tank, boat, airship, radar, collector, Atomic missile etc.)

A friend create all the sounds/musics of the game :)

From my point of view the game is not complete ( note enough tests, development time and sprites ) but you can see it at a test more than a game.

So if you want to try it, it's here (sorry no Web Start this time):

STK RTS (~30 Mo)

And of course some screenshots (sorry big screens) ^^:

Image

Image

Image

Image[/list]


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 Post subject:
PostPosted: Tue Jun 15, 2010 12:56 am 
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Location: Iowa, US
very nice keep up the good work! :D


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 Post subject:
PostPosted: Tue Jun 15, 2010 6:52 am 
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20 units? free time? WTF!!! Good work, I'll try it!

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 Post subject:
PostPosted: Tue Jun 15, 2010 9:02 am 
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Nice.

Open Source ! ;)

How did you do the animation @ the tiled-map?

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 Post subject:
PostPosted: Tue Jun 15, 2010 10:24 am 
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Location: bremen, germany
wow, nice...

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 Post subject:
PostPosted: Tue Jun 15, 2010 11:03 am 
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Joined: Tue Nov 21, 2006 4:46 am
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Location: Iceland
Very cool.

I'm working on a similar project, so my hats off for you :)


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 Post subject:
PostPosted: Tue Jun 15, 2010 12:15 pm 
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impressive!!! :)


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 Post subject:
PostPosted: Tue Jun 15, 2010 12:50 pm 
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Location: France
Thanks all.

This game is just a prototype. I will not continue to work on it :?. The purpose of the project was to see what we can do with friends in a short time for our school.

Animation on tile Map is a simple classic Slick Animation encapsulated in an entities system. You can create maps with effects easily using Tiled and a layer system.

Appel -->I hope you will continue to work on your project, make a RTS take a lot of time but it's quite fun to do, good luck for your project :wink:


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 Post subject:
PostPosted: Tue Jun 15, 2010 12:57 pm 
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Vince wrote:
Thanks all.

This game is just a prototype. I will not continue to work on it :?. The purpose of the project was to see what we can do with friends in a short time for our school.


=> google code with bsd license?


btw.: nice work


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 Post subject:
PostPosted: Tue Jun 15, 2010 2:01 pm 
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Fnord wrote:
Vince wrote:
Thanks all.

This game is just a prototype. I will not continue to work on it :?. The purpose of the project was to see what we can do with friends in a short time for our school.


=> google code with bsd license?


btw.: nice work


+1 for that idea!

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 Post subject:
PostPosted: Thu Jun 17, 2010 4:23 pm 
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The code is not really beautiful :? (I didn't have time to change it)

There is nothing incredible in the game. The path finding algorithm used is Slick A*, so it's was really easy to use :)


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 Post subject:
PostPosted: Thu Jun 17, 2010 6:52 pm 
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Vince wrote:
The code is not really beautiful :? (I didn't have time to change it)

doesn't care,

how was fog of war done?


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 Post subject:
PostPosted: Thu Jun 17, 2010 11:09 pm 
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Fnord wrote:
Vince wrote:
The code is not really beautiful :? (I didn't have time to change it)

doesn't care,

how was fog of war done?


The first time is used something with shapes:

Image

But when I have a lot of entities on the same place (means to render in the screen), this solution become too hard to update in a few time. The idea was to find an efficient solution which look more "older" like the fog of C&C95. So I used something simple: an image from lost garden.

The image:

Image

From that I use a boolean 2d array to know if a location is visible or not (a tile = 20*20). When rendering the fow, I check the boolean associated to the location and render the image. When entities moves or a building is created I check the "view" distance associated to know if a location become visible :)

A simple solution but it's works fine, so why not ? :D


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 Post subject:
PostPosted: Fri Jun 18, 2010 6:58 am 
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Joined: Wed Apr 02, 2008 1:32 pm
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Location: Italy
I've tried it :D
It's cool to see things moving, fighting with enemies and so on: maybe moving maps using keys could be helpful :D

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 Post subject:
PostPosted: Fri Jun 18, 2010 9:04 am 
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Joined: Tue Nov 21, 2006 4:46 am
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Location: Iceland
You can only play on "local" network?

How does the game handle with many players?

It would be nice if you could give us details how you implemented the networking part in the game, what stuff you send over, etc.


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