Blog Posts tagged construct3

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159 blog posts with this tag
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RTS devlog #4: Collision detection and combat
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Since the last devlog I've been working to get to a minimally playable game. Units now have turrets, they can fire at each other, and get blown up when they tak...

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RTS devlog #5: input and gestures
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In the week or so since the last devlog I've mostly been working on mouse and touch input, as you can see from the commit history . The player can now drag a se...

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RTS devlog #6: 1000 units bandwidth
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After the last devlog I had the basic controls for scrolling and zooming a larger level. Mostly for a laugh, I threw in 1000 units and set up a huge battle. Tha...

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RTS devlog #7: optimizing performance for 1000 units
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In the previous devlog I focused on getting intense multiplayer combat with 1000 units to use just 50kb/s bandwidth. Now it's time to turn to the CPU performanc...

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In September I started part-time development of a real-time strategy (RTS) game in Construct using Javascript coding. I've been posting regular updates on it on...

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Construct in 2022: year in review
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Once again we're reaching the end of a busy year where the team worked hard and got a great deal done, aiming to bring you the best game creation software possi...

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RTS devlog #8: How to beat lag
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It's time to deal with the bane of online multiplayer games: Lag . Previously Command & Construct just displayed raw network updates - as soon as a message arri...

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RTS devlog #9: Extreme pathfinding
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It's been a few weeks since the last devlog . However I've spent a fair bit of time working on pathfinding and path following - and improving Construct along th...

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Feature Focus: Audio effects
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Feature Focus is a series of blog posts and videos where we occasionally highlight some of the best features of Construct. This time around we're talking about...

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RTS devlog #10: Following paths
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In the last devlog I came up with a decent system for finding paths to a destination, producing a series of nodes for units to follow with path smoothing and sp...