Let's make a Tutorial Game for new modders - Page 2

Let's make a Tutorial Game for new modders

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Let's make a Tutorial Game for new modders

Post by SanadaUjiosan »

knorke wrote:Just noticed there is some error:
[f=0000000] Inconsistent movedata 1 for simplehover (moveclass hover2x2): neither canhover nor floater, but not a ground movetype
(everything works but it gives this message in infolog)
there might be more things like that, that are not 100% spot on...
Pretty sure that's the engine being like "you put hover in the movedef, but the unit has no actual hover abilities."

Sounds like good progress, I approve of your approach through teaching with increasing levels of "difficulty".
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Wombat
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Re: Let's make a Tutorial Game for new modders

Post by Wombat »

Image
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FLOZi
MC: Legacy & Spring 1944 Developer
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Re: Let's make a Tutorial Game for new modders

Post by FLOZi »

Yeah, Hovers need canhover = true in the unitdef as well as a movedef with the HOVER keyword.

Why? I don't know.
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knorke
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Re: Let's make a Tutorial Game for new modders

Post by knorke »

yes i carefully copied over the colors from advice dog to the textures.
Image

thanks, will test the hover thing.
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PicassoCT
Journeywar Developer & Mapper
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Re: Let's make a Tutorial Game for new modders

Post by PicassoCT »

well, seems i have no excuses to be lazy left. Nailed me into the corner, like a snail with salt, like a prisoner by a searchlight..
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Wombat
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Re: Let's make a Tutorial Game for new modders

Post by Wombat »

So far there is:
u probably got these in mind already but... air trans and gunship would be good.
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Forboding Angel
Evolution RTS Developer
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Re: Let's make a Tutorial Game for new modders

Post by Forboding Angel »

FLOZi wrote:Yeah, Hovers need canhover = true in the unitdef as well as a movedef with the HOVER keyword.

Why? I don't know.
Also, without this little script, they will always be upright = 1,

Code: Select all

setSFXoccupy(setSFXoccupy_argument)
{	
terraintype = setSFXoccupy_argument;	

                if(terraintype == 2)
		{
                move base to y-axis [-0.85] speed [50]; 
                set UPRIGHT to 1;	
                }
		else
		{
                move base to y-axis [0.0] speed [50];
                set UPRIGHT to 0;	
                }
                if(terraintype == 4)
		{
                move base to y-axis [0] speed [50]; 
                set UPRIGHT to 0;	
                }
		else
		{
                move base to y-axis [-0.85] speed [50];
                set UPRIGHT to 1;	
                }
}
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knorke
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Re: Let's make a Tutorial Game for new modders

Post by knorke »

no country for old cob.

aircraft & transporters would def. be good to have.
but while i got both working in other games i dont know what a minimal example would look like.

was wondering if some gadget/widget would be good to have?
In theory it is not needed but then you will usually have unit_script.lua, game_spawn.lua & some healthbar widget anyway. So maybe just something small.
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SinbadEV
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Re: Let's make a Tutorial Game for new modders

Post by SinbadEV »

I was thinking when you get the basics down you can make a few forks to demonstrate advanced topics like gadgets and gui frameworks.
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knorke
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Re: Let's make a Tutorial Game for new modders

Post by knorke »

if someone wants to make a fork with ie chili, nice. but i have no idea on the ui frameworks.
also do not want to script tons of stuff when most new mods die before they even get one model into the game. lua crash course would indeed be good to have but i wont do it, i think there even is some .pdf floating around already?
Last edited by knorke on 30 Apr 2011, 00:59, edited 1 time in total.
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Wombat
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Re: Let's make a Tutorial Game for new modders

Post by Wombat »

i think taking at least one feature from every game could be good idea. metal makers(*A), overdrive and connecting mex with E for bigger income(0k), E buildings unlocking units (evo) etc.

(according to sinbads latest post)
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knorke
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Re: Let's make a Tutorial Game for new modders

Post by knorke »

no, thats excactly what should not be included.

zeroK's mex overdrive alone is 1400 lines:
http://code.google.com/p/zero-k/source/ ... rdrive.lua

that is zero helpful to beginners.
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PicassoCT
Journeywar Developer & Mapper
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Re: Let's make a Tutorial Game for new modders

Post by PicassoCT »

maybe make modchapters? chapter 1 mod is finnished, if you can implement and understand all of those, move towards chapter two mod.

1400 lines of code sounds like a chapter 8 or nine mod though.
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Wombat
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Re: Let's make a Tutorial Game for new modders

Post by Wombat »

olol, ok then, didnt know, thought it would be cool to show some more possibilities of engine.
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knorke
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Re: Let's make a Tutorial Game for new modders

Post by knorke »

there are lots of complete/wip games showing what the engine can do. the engine can do too much, it is impossible to show everything.
Would be like trying to show everything you can draw with a pencil.
The idea is to show how you sharpen the pencil and then avoid poking it into your eye.

after chapter 2 nubs will find their own way.
that is, if you rotate them toward the water.
Image
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bobthedinosaur
Blood & Steel Developer
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Re: Let's make a Tutorial Game for new modders

Post by bobthedinosaur »

chapter 2 sounds to me like an entire chapter on DSD and BA spin offs since I am assuming chapter 1 is an intro into modifying things.
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Forboding Angel
Evolution RTS Developer
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Re: Let's make a Tutorial Game for new modders

Post by Forboding Angel »

Wombat wrote:i think taking at least one feature from every game could be good idea. metal makers(*A), overdrive and connecting mex with E for bigger income(0k), E buildings unlocking units (evo) etc.

(according to sinbads latest post)
Has nothing to do with energy, that's just the building I chose for it (so you wouldn't have to build special buildings just for tech.

It's all based on zwzsg's teching gadget.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Let's make a Tutorial Game for new modders

Post by knorke »

added a buildervehicle and a helicopter:
Image
the helicopter folds up the rotor blades when landed.
sometimes does that when hovering in mid air too. dont know why:
http://code.google.com/p/springtutorial ... copter.lua

http://code.google.com/p/springtutorial ... copter.lua

I think I wont add any more stuff now unless I really see somebody new using this.
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SinbadEV
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Re: Let's make a Tutorial Game for new modders

Post by SinbadEV »

knorke wrote:I think I wont add any more stuff now unless I really see somebody new using this.
Perhaps making a fresh post in the community news section with some screenshots and summarizing the state of the project, with brief instructions on how to use the project to get started?
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Let's make a Tutorial Game for new modders

Post by knorke »

yes, will do that but have to clean up first and write instruction etc.

fun fact: my post some days ago in "community news section" got deleted without anybody telling me why.
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