Where to go after this?
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Where to go after this?
I am reading up on this guide
http://springrts.com/wiki/The_Complete_ ... pring_Game
Where should I turn to after completing this guid?
Thanks
http://springrts.com/wiki/The_Complete_ ... pring_Game
Where should I turn to after completing this guid?
Thanks
Re: Where to go after this?
I don't know, where do you want to go?
Re: Where to go after this?
I'd like to know about how to make maps, and add builders and structures.
That should keep me occupied.
EDIT: Oh and how to make unit animations
That should keep me occupied.
EDIT: Oh and how to make unit animations
Re: Where to go after this?
- Maps are built out of 2d textures, at the most basic there is the heightfield and the texture.
- here are some old sourcefiles: it is an old map but hopefully it can help
- Builders and structures as in world objects or player built units?
- unit animations, such as walking animations? firing triggers?
Re: Where to go after this?
Player built units yes.
I'd like to start by making the wheels spin on a vehicle I'm making.
Thanks
I'd like to start by making the wheels spin on a vehicle I'm making.
Thanks
Re: Where to go after this?
http://springrts.com/wiki/Gamedev:Main
http://springrts.com/wiki/Animation-LuaScripting
And join #moddev and #lua on the lobby.
Welcome.
For wheel spinning I'd do something like
This bit of code builds a table of piece numbers, with the assumption that each piece is named "wheel1", "wheel2" etc. You can assign them individually, which might not be so bothersome if you have a small number of wheels, but iterating over a table is going to be neater code later on. Also you can write a nice function which automatically detects the number of wheels, but imo you'd need to edit unit_script.lua for yourself for it to be practical.
These snippets should be fairly self explanatory. For safety, you may wish to use a Signal to ensure that only one instance of the wheel spinning animation can run at once, but it shouldn't be needed (I use the above just fine in MCL)
http://springrts.com/wiki/Animation-LuaScripting
And join #moddev and #lua on the lobby.
Welcome.

For wheel spinning I'd do something like
Code: Select all
local wheels = {}
local numWheels = 8
for i = 1, numWheels do
wheels[i] = piece("wheel" .. i)
end
Code: Select all
local WHEEL_SPEED = math.rad(50) -- adjust to suit your unit's maxVelocity
local WHEEL_ACCEL = math.rad(100) -- ditto
function script.StartMoving()
for i = 1, #wheels do
Spin(wheels[i], x_axis, WHEEL_SPEED, WHEEL_ACCEL)
end
end
function script.StopMoving()
for i = 1, #wheels do
StopSpin(wheels[i], x_axis, WHEEL_ACCEL)
end
end
Re: Where to go after this?
Wellcome, indeed
Re: Where to go after this?
add builders and structures.

If you understood the tank-tutorial then you should be able learn from looking at the files of other mods. Or more like, "must", because there are no tutorials for other unit types.

It helps to be familiar with the most popular mods (BA, zK) so if you think "I wonder how nanoturrets are made?" then you are able to find a similiar unit to learn from.
-read this: http://springrts.com/wiki/TestingYourGame
-If you did not already: learn bit Lua (conditions, loops, functions, tables are almost enough) because in spring you will encounter it often, not just for widgets.
-get SVN/github project thing so you can easily show your mod, without having to zip and upload it all the time. Useful if you have a question/problem. (google-code plus tortoiseSVN is imo easist to use combination)
Since the question is so open, something non-technical:
-If you look at something to learn from it, think criticially if it really makes sense.
-Ask for critism/feedback early: Not for artistic stuff but technical. Otherwise you might spent weeks on making 3D models that are impossible to texture or buggy scripts that are more complicated than they have to be.
-One completed script or unit contributed to some existing mod might be more fun/satisfying/epenis than your own half-finished mod with 143 half-finished units that ultimately never makes it to playable state.
-Resist the tempation to copypaste things together from various sources.
At least in beginning: Only copypaste code to save the time of typing, not to avoid having to understand it. Otherwise after some seemingly fast achievements you suddendly end up with a mod where you have no idea how anything works and it inevitable ends in chaos.

Re: Where to go after this?
Wow so much useful information, thanks a ton!
One last thing I'm wondering about...
Would it be possible to implement a road system (binary cardinal direction based) that would change tiles based on their position near each other such as a l road above a _ road making a L road corner?
I've done this before in another language, and I believe it would need some sort of tile system.
Ultimately I would need something that would have to be between each building in order for the buildings to operate.
Thanks c:
Oh, and I must say, what an awesome engine that it's that easy to get a scratch model into :D Never been able to do so in under a day!
One last thing I'm wondering about...
Would it be possible to implement a road system (binary cardinal direction based) that would change tiles based on their position near each other such as a l road above a _ road making a L road corner?
I've done this before in another language, and I believe it would need some sort of tile system.
Ultimately I would need something that would have to be between each building in order for the buildings to operate.
Thanks c:
Oh, and I must say, what an awesome engine that it's that easy to get a scratch model into :D Never been able to do so in under a day!
Re: Where to go after this?
Please name the Units that produce the ressources, and the units (buildings) names who consume the ressources, that way we could cobble a gadget together that could allow for a early transport system..
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Re: Where to go after this?
Yes, although I am not quite sure what you mean and why it would be so hard. I imagine you want some sort of road system similar to Warcraft 1. It is not a language specific problem.Would it be possible to implement a road system (binary cardinal direction based) that would change tiles based on their position near each other such as a l road above a _ road making a L road corner?
I've done this before in another language, and I believe it would need some sort of tile system.
Ultimately I would need something that would have to be between each building in order for the buildings to operate.
Re: Where to go after this?
I am also wondering what mod is good to start from and build a mod from?
I'm using empty_mod as the base now, but it doesn't seem to have any factories or builders setup.
Thanks
I'm using empty_mod as the base now, but it doesn't seem to have any factories or builders setup.
Thanks
Re: Where to go after this?
If you want a clean slate; http://springrts.com/wiki/Gamedev:SpringABC
If you want a game with some examples of each unit type to follow; http://springrts.com/wiki/SpringTutorialGame
If you want a game with some examples of each unit type to follow; http://springrts.com/wiki/SpringTutorialGame