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Strategy Games?

PostPosted: Sat Apr 10, 2004 6:00 am
by linux_man007
Is it at all possible to make a point-and-click real-time strategy game with GE version 1.1?
If it's possible, how would it be achieved?

PostPosted: Sun Apr 11, 2004 7:55 pm
by hobgoblin
:shock:

PostPosted: Mon Apr 12, 2004 5:55 pm
by Just4Fun
linux_man007
Could you define what you are calling a "real-time strategy game"? The way that I think of strategy games in general are games like chess, backgammon, checkers, etc. Since there is a checkers demo (albiet very difficult for a newbie to understand --aka like me), I assume that you don't mean this type of game.
I imagine, though, that any type of 2D game could be created with GE by someone who knows and understands C Language. Just from reading your previous posts, it sounds like you have a very sound grasp of C. :wink:

PostPosted: Tue Apr 13, 2004 4:01 am
by linux_man007
Thank you Just4Fun for the nice compliment!

By the way, a real-time strategy game -- or RTS game -- is a game in which you usually have one or more teams, perhaps: red, blue, green, etc.
Your goal is sometimes to, say, build your kingdom, army, etc, and attack opposing armies using your troops, tanks, subs, etc., while also using them to defend your castle or home base.
However, you need to build certain buildings, such as factories, in order to, let's say, build tanks.
At the start of the level(in single player mode), or of the game(in multiplayer mode),
you have a small number of builder units(men, or other types of objects), which you use to build structures, such as a fortress or training facilities, assuming you have enough resources(money, materials). You then keep building your units' skill levels, and of course building more units.
This process continues until yoiu feel the number of units you have is enough to attack your enemies -- but remember to defend your base!

However, game controls are quite simple -- if you want to move, click on a unit with the mouse to select it, then click on an empty location on the playing field.
To perform other actions, there are usually icons in another window, which you may use by first clicking on the object to select it, click on the appropriate icon, then click on perhaps the enemy unit or building you wish to attack.

Every unit or building has an amount of health. An attack decreases the enemy object's health by a certain amount, possibly depending on the attacker's and enemy's skill levels.
If an object runs out of health, it is destroyed.

If a team's base(s) is(are) destroyed, that team is out of the game.

You win if your team is the last one standing.

PostPosted: Thu Apr 15, 2004 6:22 pm
by Just4Fun
linux_man007,

OK. Now I gotcha! I never did get into the RTS games. I think a game like this would require some pretty advanced C scripting using GE, but it would probably still be quite a bit easier than doing it all in C. :lol:
I would envision using tile sets,cloning armys,creating individual actors, using activation events, etc. Still... creating such a game would be over my head. I'm sorry that I can't be of more help. Maybe a more advanced member of the forum will post a demo for you.
I think I've seen a few authoring tools that were designed specifically for creating RTS games. I' m not sure if they support linux though. Check out http://www.ambrosine.com/resource.html . It is an older site. It has some bad links but it is interesting to look at. GE should really be listed there too.

PostPosted: Thu Apr 15, 2004 7:20 pm
by ingsan
Hi
Hey, Rachel, the link you gave is very interesting. Was looking for a simple 3D game engine. Now i have my list 8)

Concerning the RTS game, i'm working out a simple way to make one. Crazy hum :) i think that even with few C knowledge, something might be done. With simple conditions helped by ActivationEvents, you can make actors interact well with each other ... i think :? ... GE has the necessary (and promising) features to make such a game.

So GO GO GO Green :mrgreen: !

PostPosted: Fri Apr 16, 2004 6:20 am
by phractus
The game iv been making although not rts, its more like real time adventure game, but uses a lot of the same principals involved with movment and such. Ill send ya a copy of it or at least the coding to work around certain things. gatta be carefull with that code given above. you need a "catcher" area to lock it in because the +5 -5 would just keep bouncing it cause it cant land right on the point.
~peace~

PostPosted: Sat Apr 17, 2004 3:20 pm
by jazz_e_bob
On this subject, sort of...

With a Pocket PC

Can someone explain to me the way the stylus behaves?

Is it the same as a mouse? If not, how is it different?

(still saving up for my ppc :-) )

PostPosted: Sat Apr 17, 2004 5:14 pm
by makslane
The stylus behavior is exactly equal to mouse behavior.
So, you can use mouse button down, mouse button up, mouse coordinates...

PostPosted: Sat Apr 17, 2004 7:36 pm
by ingsan
That's Great ! :D I thought that that did not work (Well i don't know why i thought that :?)