BloodKnight9923

LD13

First LD

Well this is my first LD, roads got me a bit off track, but I managed to come up with an idea for it. Strategy using roads as a basis, hopefully I can get something working later today (12:47 right now). I got a few ideas sketched out, I’ll post pictures later in the morning. To the rest of you, good luck.

=]

Tags: roads

Critical Information

Up and at it again, here’s the first food shot. Onto coding base classes and grid structures…Breakfast!

Tags: food

Those little details…

Well hitting a few road blocks that really shouldn’t be that hard to circumvent. But here’s the first screenshot of the TileEngine. Now I need to code all my units, and a way to save and load maps.

First screenshot

Tags: progress

Comments

increpare
06. Dec 2008 · 20:56 UTC
what’s with that weird-lookin’ square? a water square, or an evil square overlord, or?
BloodKnight9923
06. Dec 2008 · 21:04 UTC
Testing tile selection, it will be for editing… And if I can manage, pathfinding. So far I can scroll through the ‘Level’ and select any tile.

Maybe this is a bit too complicated?

Well I’m still working on my RTS game. Based on Roads of course… Currently have the units working, and an engine to control the units. Hopefully I’ll get them moving correctly in the next few hours, till then here’s a shot of the selection working. I don’t think I’ll get pathfinding going, so I’ll stick with vector movement. More to come…

Selection is up and running

Tags: progress

Comments

brandonman
07. Dec 2008 · 00:41 UTC
Nice!

Bleh.. Energy drinks are overrated.

Gone through two Amps,  but I’m headed off. Units are movable (Through commands now) and I Randomized the tile engine so the grass looks better. I still need to figure out how to have units fight other units, and how the AI will work. Sound would be nice too, but I’m trying to get the main game working before anything else. I’m up to around 1200 lines of code (Horribly commented code) but getting closer to an actual game. I’ll post another screenshot once I can get it to load and save maps.

Tags: Amp, progress

Food is amazing

So I’m back at it after a solid eight hours of sleep. A little under twelve hours left and I still can’t “Spawn” units. I can make them randomly appear, but somehow I think that won’t be enough.

Here’s a foodshot of BreakfastFood

On the other side of things, I am getting closer with the RTS game. You can select any number of units, and right click to have them move wherever you want. Once I can make units spawn I’ll release a beta. More to come!

Tags: Bad RTS, food, tiles

The good and bad

Well, I got a UI up and running, and I made the units interface with the tilemap… But there’s a catch. If you have over around 100 units moving at a time, the frame rate completely dies. I need to get my loops a little more streamlined, and I reeeeeally need to get the units to be able to fight other units… The roads make units move more quickly, so that’s a plus at least. Here’s a screenshot…

Tags: Bad coding, progress

I’ll keep trying =]

Well this is going badly at this point. No sound, and no AI. I just finished the abilities to build buildings that spawn units, working on the AI as quicky as I can, but I somehow think it won’t neccesarily work out too well. But here’s a screenshot anyway…

I’ll have something remotely playable soon, hopefully a little entertaining. I didn’t plan it out nearly well enough so the whole Roads genre kind of got lost when I realized I wasn’t getting enough done nearly quickly enough…

LineCount: 1783

Tags: Failure, progress, screenshot, unfinished

Epic. Failure.

Well I wrote it, all 2260 lines of it. The is my first LD entry ever, and I’d like to throw this out there. I started with good intentions, Road based RTS. I had this whole idea in my head (most of it on paper) but I got caught up in minor bugs and issues, so I ran out of time. This does work, but it isn’t anywhere near done.

Here’s the download link

http://rapidshare.com/files/171320925/Mirrored_death.zip.html

I included the source code, it’s compiled with Visual Studio Express 2008. It uses XNA 3.0, I included the Redristributable. I hope I do better next time, it was a ton of fun though.

I do wish the Roads genre didn’t get lost in the game… Oh and don’t forget to read the Readme.txt

EDIT: I forgot one thing! Use the arrow keys to move around the level!

Here’s a screenshot

Tags: final

Gah!

Sorry about not being around lately to read comments or judge anything. My internet utterly and completely died. Finally managing to get on now at school, I’ll try and get a few more judged and sorry about the rapidshare link, I know it’s terrible but I didn’t have the time (or bandwidth sadly) to be able to search for a more reliable site. Thanks for the comments, I’m thrilled that people are actually looking at it.

Tags: Hughes net is evil