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878069 Posts in 32904 Topics- by 24326 Members - Latest Member: GeneralSparkzz

May 21, 2013, 05:07:36 AM
TIGSource ForumsDeveloperFeedbackDevLogsZombie RTS
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Author Topic: Zombie RTS  (Read 3400 times)
Archibald
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« Reply #15 on: May 29, 2012, 01:25:37 PM »

SQLite - whoa, I was thinking about using it too. Write later how it worked out (especially performance)

Fonts - maybe use SDL_TTF? Since you already are using SDL...
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RabidFrog
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« Reply #16 on: May 30, 2012, 03:37:09 AM »

SQLite - whoa, I was thinking about using it too. Write later how it worked out (especially performance)

Fonts - maybe use SDL_TTF? Since you already are using SDL...

Performance seems fine, its essentially a file container, so as long as you keep the databases reasonably sized its ok.  you can always have multiple files with different databases ie. one for textures, one for game data etc

i come from an SQL background, so this method of file io is a dream for me Smiley

pretty soon (this week) i'll build in the sqlite stuff from my older codebase to the new GLFW one and put it on github, you'll be able to have a poke about then Smiley

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RabidFrog
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« Reply #17 on: June 19, 2012, 02:30:10 PM »

Nearly slipped into my old pattern of abandonment, but i pulled through! :D

Just started porting various small engine features from various small trial projects into my current framework, when they're all together and working as one, i can delete the various small projects that litter my code folder and commit a nice new one which is a step closer to helping me make my game :D
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RabidFrog
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« Reply #18 on: June 27, 2012, 02:18:46 AM »

For seemingly no reason, my VC++ project suddenly stopped compiling my game code, was kicking out loads of errors, some were syntax issues in gl.h!

I started a new project from scratch, ported my source files in and set it all up properly and got it working again now, but it's having issues with my sqlite abstraction class now! Sad

Basically, i'm using CppSQLite3.h but i'm wrapping it in a class of my own to make it a little easier to use, but i hate using 3rd party code as i'm not nearly as good as them and always get issues Sad

Still, progress is being made Smiley
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RabidFrog
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« Reply #19 on: December 28, 2012, 07:43:37 AM »

Hmm..  going to add a new entry, the forum reminded me;

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.


Guess its been a while..

Well, i have let things slide a little, but i picked up over xmas and actually started a new codebase in VC++ 2012, thats a nice IDE Smiley

Actually got some basic entities moving around with keyboard and mouse input, new years resolution is going to be to spend at least a couple of hours every night on it if i can

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RabidFrog
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« Reply #20 on: January 07, 2013, 05:13:03 PM »

So i created my entity class and the classes that will derive from that, setup the container for all my entities and started adding routines to cycle through and update logic / render my objects and so far, all is going well Smiley

Got a basic fleshy quad for humans and green quad for zombies, going to start working on the controls, then some basic collision routines, just so i can start prototyping gameplay :D

My goal is, to put any playable code up for people to look at my progress, will keep you guys updated as i do.
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Atrus
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« Reply #21 on: January 08, 2013, 10:25:51 AM »

A screenshot would be a nice. Or screenshots...
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RabidFrog
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« Reply #22 on: January 10, 2013, 01:51:24 AM »

A screenshot would be a nice. Or screenshots...

Screenshot as requested

Just implemented a first-pass functioning collision routine that checks for overlapping circles.

Will re-write at a later date, but gives me the functionality i need to start prototyping some gameplay and control systems.

I came to the conclusion that previous attempts to make games have always tapered off due to a lack of perceived progress, this time i want to have something up and running sooner rather than later, i can then always just swap out parts as i need  Evil
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RabidFrog
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« Reply #23 on: January 10, 2013, 02:34:01 AM »

And a second one

Just because i tweaked it a little  Wizard
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RabidFrog
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« Reply #24 on: January 10, 2013, 07:00:25 AM »

I pretty much started from scratch a few weeks back, and this is where i've got to since then;

  • Created the Visual C++ 2012 Project
  • Written the GLFW + OpenGL init class
  • Written some basic math functions to calc hypotenuse, draw circles, calculate vector <-> cartesian conversions etc
  • Written the timer tick class, allows for multiple ticks at different rates
  • Created basic quads for simple output, caching them in display lists
  • Written some basic input handler code for keyboard and mouse
  • Written the (first pass of a) class that will hold all my entity information
  • Created Human & Zombie entities and started adding some basic behaviour to their logic functions
  • created basic collision detection based on bounding circles

So in light of what i've achieved in the past couple of weeks (part-time,) i'm promoting the game's progress to 10%

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RabidFrog
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« Reply #25 on: January 24, 2013, 02:30:58 PM »

just taking some time to read THE NATURE OF CODE by DANIEL SHIFFMAN

What a great book, really helpful for me, and i'm sure any aspiring programmer would benefit a read too!

Thanks Bobo for linking it Smiley
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RabidFrog
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« Reply #26 on: January 28, 2013, 07:40:23 AM »

I've replaced my movement code from using polar vectors to euclidean vectors and implemented bounding rectangle aabb checking instead of circle radius checks.

its already easier to manage, feeling good about progress Smiley

i want to start getting some direct mouse control of the survivors next
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RabidFrog
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« Reply #27 on: February 16, 2013, 01:51:22 AM »

Was just asking for help with a problem i've been trying to think around, been told my methodology for handling entities is wrong  WTF

Going to have to rethink how i structure the engine. gagh  Apoplectic
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RabidFrog
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« Reply #28 on: March 28, 2013, 12:38:08 AM »

Progress Update:

I'm now no longer "Engine Building" as has been my major hangup since forever. 

The whole process of building a framework for initializing the game, setting up the screen, handling fonts, handling loading of textures etc, etc has been an exersize in reinventing the wheel, I've finally found something lightweight and powerful enough to do exactly what i need (for now, lol) - OpenFrameworks

It even has a whole set of functions for vector math! :D

Starting to work on the game directly now, already have a drag/select option (mostly) working!

Will try to cobble something together and maybe try my hand at making a youtube vid for the first time over the easter weekend Smiley
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RabidFrog
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« Reply #29 on: April 05, 2013, 04:29:48 PM »

having some real progress using openFrameworks, feeling like i want to really spend some time and get stuck into it now Smiley

Next thing i want to implement is sprites instead of blocks and take a look at finishing up the control scheme (selecting units, drag selecting, targeting etc)  a lot of this works already but is currently hacked in, need to clean it up and smooth it out..

I think when that's done, i'll be able to promote it to 20%
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