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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 20 Sep 2009 10:34:44 pm    Post subject:

Quote:
I agree this project is coming together pretty fast.


Yes, as fast as I was hoping...but definitely not any faster than that Smile
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JoeYoung


Advanced Member


Joined: 15 Nov 2008
Posts: 316

Posted: 26 Sep 2009 01:34:44 pm    Post subject:

Ok, here is my attempt at a 16x16 crystal tile. realizing the intent of the crystals are to MINE them, I went a little further and added a few stages of mineage to it, giving the impression of a slowly (or quickly!) depleting reserve.

I might get to work on the other ones (it's a three day weekend) but ATM I have other stuff to concentrate on now. hope it's satisfactory.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 26 Sep 2009 02:25:54 pm    Post subject:

looks pretty cool meta
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 26 Sep 2009 07:39:14 pm    Post subject:

Exactly, those are sweet! Thanks, these are what I need.
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 27 Sep 2009 02:04:10 am    Post subject:

Here's a map, called Orita Five, that we are going to be using to test S.A.D. with. The numbers indicate where a player's starting location is, in terms of the upper-left hand corner of the player's starting Operation Center. This means that each player starts exactly the same distance from the Belthium Crystals.

[attachment=2823:Orita_Five_Map.GIF]
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 27 Sep 2009 10:15:28 am    Post subject:

That looks awesome!
Good work.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 27 Sep 2009 11:24:05 am    Post subject:

Cool I havent been really following this project, but that floating space platform is looking awesome.
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JoeYoung


Advanced Member


Joined: 15 Nov 2008
Posts: 316

Posted: 27 Sep 2009 06:04:49 pm    Post subject:

oh wow, isometrics?

what does this mean about the other tiles you wanted from me?
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 27 Sep 2009 07:12:33 pm    Post subject:

It means I want them just the way you're making them, and I'll convert them to isometric tiles. This is because not all of them are isometric
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JoeYoung


Advanced Member


Joined: 15 Nov 2008
Posts: 316

Posted: 27 Sep 2009 07:29:02 pm    Post subject:

oh, ok
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 05 Oct 2009 08:23:54 pm    Post subject:

Work is continuing on the tilemap and sprite routines, which are the backbone of being able to test the rest of the code. In the meantime, I began working on units and unit attributes. So, here's the next unit after the Scouter. For those of you who read the manual, you'll find new information here as well, though, of course, the information will most likely change during testing.

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[font="Impact"]RAPTOR


[attachment=2839:Raptor.gif]

Role: Early Assault, Sneak Assault
Cost: 100 Belthium Crystals
Health Points: 155
Damage Per Second: 6 for Ground Units
Weapon Range: 2
Speed: 20
Fuel Capacity: 900
Sephrane Gas Capacity: 20
Rate of Overheat: 11 Health Points per second


The Raptor is the first unit a player can build with the sole purpose of attacking. It lacks anti-air capabilities and has little more fire-power than a Scouter, but makes up for it with high HP, making it a better unit for taking out defenses and other structures early in the game.

A Raptor is available to build from the start, it does not require any labratories. This allows players to rush aggresively if they desire to.

Later in the game, when more powerful units are available, the Raptor loses its usefulness as an assault unit. However, when a Manhatton Station is built, a player can research abilities for the Raptor that give it purpose later in the game.

Manhatton Station:

[attachment=2842:Manhatton_Center.GIF]

Teleport: This is a Refillable Upgrade, meaning the Raptor can use it a limited number of times before having to pay to use the upgrade again. Teleport allows the Raptor to transport anywhere on the map, provided the area has been explored. A Raptor can transport up to two times before having to restock the upgrade.

Deflector Shield: This is a Deterorating Upgrade. This means that the upgrade slowly drains Sephrane Gas (which prevents overheating) until the Raptor runs out, after which the upgrade drains HP from the Raptor. A Deflector Shield protects a Raptor from any weapons fire, with the exception of fire from Universal Defense systems.

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Last edited by Guest on 06 Oct 2009 01:33:45 am; edited 1 time in total
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 06 Oct 2009 01:27:59 am    Post subject:

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[font="Impact"]DEGRUSER


[attachment=2840:Degruser.gif]

Role: Assault
Cost: 350 Belthium Crystals
Health Points: 250
Damage Per Second: 12 for both Air and Ground Units
Weapon Range: 3
Speed: 15
Fuel Capacity: 1500
Sephrane Gas Capacity: N/A
Rate of Overheat: N/A


A Degruser is the second-most powerful unit in the game, and is meant for attacking bases directly. It is also a good choice for taking on big and heavy units, such as Splitrons and Tanks. However, it cannot fire backwards without a Hornet Cannon upgrade, and it cannot attack Operation Centers. It is also not the best counter for Universal Defense Systems, even though you do not waste your money by sending a Degruser against them.

A Degruser requires an Armory before it can be selected. In addition, the Armory does all the research for it.
[attachment=2841:Armory.GIF]


Hornet Cannon: This is a Permanent Upgrade, meaning the Degruser loses neither nor gas/health by using the upgrade, it can be used any time. The Hornet Cannon allows the Degruser to fire backwards.

Mines: This is a Refillable Upgrade. A Degruser can hold up to three mines, which can be dropped anywhere. The mines will not damage air units, but if a Scouter starts to construct a building on top of the mine, the mine will detonate the building, thereby canceling construction. Mines can be detected by a Reclauda, but possess enough HP to make it difficult for the Reclauda to destroy. Mines can also be detected by a detector structure.

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Last edited by Guest on 07 Oct 2009 10:11:18 pm; edited 1 time in total
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 06 Oct 2009 04:14:59 am    Post subject:

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[font="Impact"]ARGO


[attachment=2843:Argo.GIF]

Role: Anti-Unit and Anti-Operation Center
Cost: 200 Belthium Crystals
Health Points: 120
Damage Per Second: 18 for both Air and Ground Units
Weapon Range: 3
Speed: 30
Fuel Capacity: 2100
Sephrane Gas Capacity: N/A
Rate of Overheat: N/A


Like the role description implies, an Argo is meant for taking out enemy ships and Operation Centers. An Argo is built specifically for this purpose, and thus CANNOT attack normal structures. But this is made up for with the fact that an Argo is a perfect counter for almost every enemy unit. It can even take on Splitrons and Degrusers if the player is willing to invest the money to make several attack attempts to wear the enemy unit down.

An Argo requires an Argo Labratory before it can be selected. In addition, the Argo Labratory does all the research for it.
[attachment=2844:Argo_Laboratory.GIF]


Dronomonic Torpedos: This is a Refillable Upgrade. Dronomonic Torpedos are the only weapon capable of attacking Operation Centers, so refitting an Argo with this weapon allows it to attack what no other vessel, except Splitrons, can. Unfortunately, since the Argo cannot attack other structures, the enemy Operation Center should be relatively underdefended if the Argo is to survive. Twenty Dronomonic Torpedos are required to destroy an Operation Center, but an Argo can only hold up to 10.
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Mapar007


Advanced Member


Joined: 04 Oct 2008
Posts: 365

Posted: 06 Oct 2009 11:10:52 am    Post subject:

Some very nice progress! Keep up the good work!
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ztrumpet


Active Member


Joined: 06 May 2009
Posts: 555

Posted: 06 Oct 2009 04:57:28 pm    Post subject:

Some incredibly nice progress! Keep up the awesome work!
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Eeems


Advanced Member


Joined: 25 Jan 2009
Posts: 277

Posted: 06 Oct 2009 05:11:08 pm    Post subject:

wow! that looks amazing!
great work!
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 06 Oct 2009 06:21:25 pm    Post subject:

Hey cool an RTS?

Have you guys put any thought into pathfinding? A* seems to be a popular method ([url="http://en.wikipedia.org/wiki/A*_search_algorithm"]http://en.wikipedia.org/wiki/A*_search_algorithm[/url]) but im not so sure how it would go on calc. Maybe some kind of precalced nearest-node-path method? Its something ive always wondered about but never actually tried as far as calcs are concerned Smile.
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 06 Oct 2009 09:25:21 pm    Post subject:

Quote:
Have you guys put any thought into pathfinding? A* seems to be a popular method (http://en.wikipedia.org/wiki/A*_search_algorithm) but im not so sure how it would go on calc. Maybe some kind of precalced nearest-node-path method? Its something ive always wondered about but never actually tried as far as calcs are concerned .


Good question. In an attempt to keep things simple, we're probably having movement done manually, which means there will be no need for pathfinding. After all, combat is done manually, and you only have to keep track of one unit as opposed to hundereds.
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tr1p1ea


Elite


Joined: 03 Aug 2003
Posts: 870

Posted: 06 Oct 2009 10:18:54 pm    Post subject:

Oh well either way the sprites and such are looking really good! Smile.
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hotdog1234


Advanced Member


Joined: 14 Aug 2009
Posts: 291

Posted: 07 Oct 2009 03:53:19 pm    Post subject:

I just wanted to thank everyone for the comments and encouragements! Although we can't add features such as grayscaling and animated buildings, we're working to make this a quality game that will be enjoyed for more than just a week or so, so all the positive reinforcement really says something to us!
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