Where to go after this?

Where to go after this?

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.

Moderator: Moderators

Post Reply
Zhall
Posts: 46
Joined: 19 Jul 2014, 02:21

Where to go after this?

Post by Zhall »

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
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Where to go after this?

Post by smoth »

I don't know, where do you want to go?
Zhall
Posts: 46
Joined: 19 Jul 2014, 02:21

Re: Where to go after this?

Post by Zhall »

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
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Where to go after this?

Post by smoth »

  • Maps are built out of 2d textures, at the most basic there is the heightfield and the texture.
  • Builders and structures as in world objects or player built units?
  • unit animations, such as walking animations? firing triggers?
Zhall
Posts: 46
Joined: 19 Jul 2014, 02:21

Re: Where to go after this?

Post by Zhall »

Player built units yes.

I'd like to start by making the wheels spin on a vehicle I'm making.

Thanks
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Where to go after this?

Post by FLOZi »

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

Code: Select all

local wheels = {}
local numWheels = 8
for i = 1, numWheels do
	wheels[i] = piece("wheel" .. i)
end

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.

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
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)
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Where to go after this?

Post by PicassoCT »

Wellcome, indeed
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Where to go after this?

Post by knorke »

add builders and structures.
:arrow: http://springrts.com/wiki/The_Complete_ ... es_of_Unit
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. :shock:
Zhall
Posts: 46
Joined: 19 Jul 2014, 02:21

Re: Where to go after this?

Post by Zhall »

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!
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Where to go after this?

Post by PicassoCT »

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..
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Where to go after this?

Post by Google_Frog »

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.
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.
Zhall
Posts: 46
Joined: 19 Jul 2014, 02:21

Re: Where to go after this?

Post by Zhall »

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
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Where to go after this?

Post by FLOZi »

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
Post Reply

Return to “Game Development”