Yep, it's me again, with a problem again, RTS again. OK, I have TGF, all the water tiles positioned but the boats should only move through water
So, how do we make boats in RTS games?
Big BGs. The ships are big also, the smallest being 2.5x bigger than any ground unit, the largest being more or less 6x
"I see", said the blind men to his deaf wife.
Beware of the grass, don't step on the dog!
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
5th July, 2003 at 18:30:49 -
To get around that one, you're gonna have to have active objects somewhere. Probabley have them around the cost. If you really needed the objects, make a huge active object outline of the coast instead of small ones. Except that could take up alot of memory .
I don't know if this'll work any better, but instead of making a big active object just make a little dots and put them around the island. Make sure there's not enough space between them for the boats to fit through. And of course when the boats hit them they stop.
That'll be a lot easier than making a graphic the exact size of the island coast.
-The Klik Factory
Why's there a star next to the Sig? What if I don't want a sig? This sucks.
Wouldn't the overlay object help with this. I'm not an expert, I mean I didn't understand it much at all, but can't it have zones? You could have a water zone and a land zone, etc.
You'll run into TGF's object limitations either way....so um...You could...well....thats about the only way you can do it. But beware of TGF's object limitations.
Im the RTS and TBS coder. Expect some games to come out from me later after I finish my Engine tests.
PS: Dont expect the best graphics.
Lunar's tip and Klikfactory's tip help alot. Just make the ground passable, the sea passable and the coast not passable using background dots near the coast!
Shen : I can't take out the boats. Some maps are only water...
And, to you people thinking RTS in TGF is hard, I think not. I actually can make a RTS engine in 5 minutes. But you never tried to make an RTS with 18 ages!!!
Um... You could make the rivers and coasts obstacle backgrounds, and make the boats stop when they're NOT overlapping a background. If you see what I mean...
gone fishin'
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
6th July, 2003 at 04:55:12 -
I think you should leave the boats, they'll cause more harm then good... Even though they are designed to destroy the enemy .
Shen : I get what you mean, but I tried it and didn't work.
Assault Andy : Obviously ships are made for harm, except the sea transport, that was made for good. And also the trade ship, the fishing ship, the oil tanker and the repair ship. But the trireme, quinquereme, galley, battleship, galleon, frigate, ironclad, destroyer, laser frigate were made to kill, and do good at their work!!!
Actually, use #'s to set up "zones" like trap the boat in a little box that's 95 wide on the X axis, and 95 tall on the Y axis, hope you can understand what I'm trying to write here.
RPG 2003 hes not talking about that.........having boats using TGF and doing the have a active object overlaping will make it run into TGF's object limitation. If he is making a small amp then he might not run into the limitations but if he is making a large map, he will.
Im the RTS and TBS coder. Expect some games to come out from me later after I finish my Engine tests.
PS: Dont expect the best graphics.
Well, anyway, problem solved. I'm close to releasing a demo test, but I bet 10 bucks I'm gonna run through another problem... tomorrow (the day when I code ranged attacks & sea battles)