Ashley's Forum Posts

  • Right now, when you set the units to avoid eachother, they sort of smash into eachother and come to a standstill before moving again.

    I spent a while programming this. I couldn't figure out a better way. You could turn it off and try inventing your own system using invisible sprites as detectors.

    [quote:1czmj3iw]Also, I want the units to kind of spread out at their destination. I tried making them move to a random point around the mouse when the player clicks, but often their destinations still overlap and they sort of try to "fight" for a specific spot.

    That's the problem with giving them random positions to move to. You should try using a predictable algorithm which wont give overlapping destinations, like creating a regular grid of targets.

    [quote:1czmj3iw]It'd be nice if I could have them move to a position around the destination based on where they were standing when they started, since that would fix my first problem as well, but I have no idea how I would pull that off.

    When giving a move command, calculate the average position of all the selected units, then store each unit's offset to the average position in a private variable. Apply this offset to the clicked move spot and they'll keep their relative positions when moving. You'll probably need a few for each loops in a subevent to do that.

    [quote:1czmj3iw]Basically my question is, what's the best way to set up RTS movement for human units from a top down perspective?

    Fiddle with the RTS behavior parameters until they work for you. That's it really. RTS games are hard work to make. You picked probably the hardest first project you could've

  • You can just do it with events I guess. As you move along, create stuff just outside the screen in the direction the play is moving, and destroy the ones theyve gone past to save memory.

  • Python should be fixed up better in the next release.

    Unfortunately so are the loops in the event system.

    They work fine for me and I use them all the time. Have you submitted any bugs to the tracker?

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  • Ordinary applications can't crash the system like that. It's either the operating system or a driver, I think, but from the sound of it, your hardware is borked and is probably flipping random bits causing crashes.

    New computer/warranty time I think.

  • It should all be explained in the Optimisation Tips article.

  • Rich is right, if your game uses mostly smaller sprites, the GPU cache will perform much better. Your test should as closely resemble a real world situation as possible.

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  • In speed tests I usually measure how many objects I can get before I hit V-sync rate (for me, 75 fps). I can get about 1000 here. You should be careful when using events in speed tests, because rendering simple sprites is trivial for the GPU, so you might end up CPU capping your test with the for each loop.

    I'm on an 8800GT with the in-development version of 0.99, which has a faster renderer. I get no sudden drops, it steadily falls from 75fps at 1000 to about 35fps at 2000 which is what you'd expect.

  • Looks great Are those 3D boxes in the background?

  • System>Start of layout

    "your object here">Set Opacity> 0

    Just want to reiterate what Deadeye said: this is a really bad idea! It will waste rendering time, use more memory, and slow down collisions and the event engine, if you did it with a lot of objects. If you don't need an object, destroy it! If you don't want it shown, set it invisible!

  • Did you submit a bug report?

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  • I don't think you need a shader for this. If it's a power-of-two texture, you can use the power-of-two texture offsetting actions.

  • I bet Quazi has something to say about this