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World Domination - RTS [Proof of Concept]

Archive: 132 posts


World Domination, an RTS is an RTS . You have control of many unique units, and you can call in units (for a 'price' of course). You can call in and control tanks to attack the enemy (the Ravagers [thanks to majormel84 for the name]) and Soilders to also attack the Ravagers. I'll still need unit ideas, maybe some choppers or 4x4's Anyway I'm almost finished the menu. The options are Play, Options, and Tutorial. I don't know how well my tutorial will be though. I'm not sure if it should be single or choose your map. If it was single map it'd be in the arctic. Multiple/choose you map would be arctic, desert, or jungle.

BEFORE THE DEMO IS OUT I NEED TO TOUCH UP THE LOGIC!!!

THE TEAM:

Leader/Main Logician:
Me

Scenery Team:
- TheLittleSoAndSo (wayneiscool/Brad )
- majormel84 (majormel84/Real Name Unknown)

Tutorial Maker:
- (could be you)

*These positions may be removed.

I really hope I can get a team for this, look at all those MISSING spots

Happy Creating,
ILL
2011-07-24 00:21:00

Author:
Unknown User


You might want to consult SSTAGG1 before starting a large RTS project. If I remember right he started one and ran into some complications which led to him abandoning it. That's not to say it is not possible, but he might be able to give you some tips as to what worked and what doesn't work.2011-07-24 01:18:00

Author:
anthman852
Posts: 66


I'll improvise 2011-07-24 03:44:00

Author:
Unknown User


I've actually started 4 rts' only two of which I've wrote about here. One for LBP1 that works (or should), the other that isn't so much an RTS as an rpg, playing one of the units in an RTS....which failed. The other two were a medieval siege idea (which I plan to return to), and another space rts. I'm a perfectionist, and just won't publish something I don't deem up to some personal standard. I've had 2 moons of unfinished levels. I've got them all backed up on my comp to save space.

Anyhow, everything you will need to consider, and partly what makes my level 'fail', is:

1) Had no functional system even after month(s) of work.

Everything I worked on were bits and pieces of the game. I had the ai 'almost' working, and the unit selection 'nearly' perfect, and the scoring and purchasing made, but not implemented. When it came to putting it all together, I ran into so many bugs that to fix it, I had to basically remake the level.

My suggestion. Start off very small. Make it 'playable' as soon as possible. This will help give you ideas on what and how to add things, as well as relieve any boredom creating can give you. Instead of making each part as spur of the moment creations, start something, and finish it, making sure it works how you want it.

You should also try to make all the logic copyable to other sections (eg: movement chip, aiming chip, shooting chip, etc, and just customize each depending on their use). This will require quite a bit of planning, since you'll likely need to know exactly what you need to make to finish the level, but drastically speeds up creation time (eg: 5 months vs 5 days, true story).

2) Overcomplication of things

You'll find yourself making a system that works perfectly, and you'll definitely never think about it being 'too' complex for its use...but trust me, EVERYTHING you make will at some point need to be cut down by half (in my experience). Damage logic? 1, 2, 5, 10, 20, 50, 100, 200, 500, 1000......... stick to 10, 100, 1000. Absolutely NO ONE will notice the difference, and it makes a surprisingly critical saving on the thermo. Projectiles cost quite a lot on the thermo, and you'll thank yourself later for sticking to as few of them as possible.

That's just one example though. Again, start of with the basic, and THEN add different functionality to it. A working rts is what you want, since it allows you to then add things based on what can fit in the level.

Just a warning...be prepared to remake many things... the thermo is the enemy, and only by adapting to it's limitations will the level succeed.

3) Originality

Anything you think of that hasn't been done before is 10x better than copying another idea and improving on it. Every little thing that you do to make your level unique, no matter how small, will usually be noticed. As soon as you start copying ideas, you lose both your own creativity as well as the sense of wonder players may have while playing your level.

This isn't really an 'issue', but something you will want to consider when making your level. Want all the plays from the masses, just make what they play, and you'll see some. If you want some real respect for your creations though, you're going to have to be new. It may not succeed with the mass players, but personally, I prefer the latter.

4) Controls

Make them first, and make them well. Controls are the thing that everyone will take notice of, and are going to last throughout the entire game. If it's going to be complex, add a menu for the more advanced controls. Also, we're only got 2 thumbs, make sure nothing requires you to move a hand across the controller.

5) Don't neglect visuals

Personally, I like menu games as much as any AAA visual title, but typically, visuals are what people see first, and first impression are vital. Spend time on making it look nice. It's usually surprisingly easy to do, but always appears to be much harder and annoying than you'd think.

Also, decorations are IMO, better for making visuals than materials. a block of holo, with decor on it, is usually much better than any well made material creation. Another thing to keep a close watch of is what visuals you do use. Stick to a theme, and mix and match the few things you do use to make new visuals.

You'll also find yourself more willing to want to work on a level that looks nice.

6) Just be sure to have fun, and make it fun

No one likes an rts that's not fun, no matter how 'amazing' some parts of it may be. This is probably going to be the most difficult thing to achieve, and there's not much you can do about it once you've made the level. This is where most of my levels end up dying. Sure, they're full of interesting things, but the gameplay just isn't 'there'.

There are several things that should help out here though. Online competition, a variety of options to allow a player to make they're own version of your game (surprisingly effective, since a player that makes their own options will feel attached to it), and awards for doing well (or even just doing random things...there's no better feeling than knowing you got an achievement for all that wasted time you spent running soldiers off cliffs or spawning 1000 of the weakest unit just to see them get owned by a tank / super unit).

_________________________

I may just be an 'average' creator, but I know what I like in an rts, even if I can't make it myself. Hopefully this'll help.
2011-07-24 05:47:00

Author:
SSTAGG1
Posts: 1136


You know what i can do bro, i can do your scenery 2011-07-24 08:55:00

Author:
TheLittleSoAndSo
Posts: 181


This sounds interresting i do like to create models and maps. If you could show me some models or a idea of what eveything should look like i will consider helping out with this project.2011-07-24 11:03:00

Author:
Lordwarblade
Posts: 761


Thanks everyone (Brad, SSTAGG1, and Lordwarblade) So SSTAGG1 should I make a tech demo?2011-07-24 13:14:00

Author:
Unknown User


I was talking to my cousin on Facebook askin' him what units I should use. So far I got tanks, jeeps (4x4's), Maybe jets and maybe copters. What do you guys think?2011-07-24 13:51:00

Author:
Unknown User


hmm. if you are planning on using sackbots or some of the units, i can design them. will this be a top-down thing? like sid mires civillization?2011-07-24 14:00:00

Author:
benia123
Posts: 82


- Aircraft (Jets, Heli, Bomber) *I've never seen this done, so def try to include*
- Tanks (Main BT, Assault Tank)
- Soldiers (Soldier, Mech Infantry)
- Mechs? (lordwarblade ?)
- Navy (Battleship, Aircraft Carrier, Missile Ship) *Rarely done along with the other units, so would be nice to see*
- Structures (factory, housing for pop limit?, defenses, barracks, dock, airport)

You really only need 1 or 2 (or more depending on thermo) of each. Too many rts' offer 4 tanks, when only 1 is ever used. I may help, though I'm fairly sick of creating now :/.
2011-07-24 14:43:00

Author:
SSTAGG1
Posts: 1136


this looks good, but it will be hard.2011-07-24 15:31:00

Author:
benia123
Posts: 82


Top down Mechs eh hmmmm?

What sort of look are you going for? Modern, Futuristic or just anything at the moment.
2011-07-24 16:26:00

Author:
Lordwarblade
Posts: 761


Anything. Also need your guys's opinion on just in the arctic or selection between arctic, jungle or desert.

Also, does anyone wanna officially be placed in one of the team slots?
2011-07-24 17:13:00

Author:
Unknown User


Anything. Also need your guys's opinion on just in the arctic or selection between arctic, jungle or desert.

Also, does anyone wanna officially be placed in one of the team slots?

can i send you a copy of my 2 sackbots i dressed, theres woodland and arctic.
id like to make units.
2011-07-24 17:20:00

Author:
benia123
Posts: 82


Oh, it's topdown, I won't be needing costumes, just scenery. Can I put in the unit maker in the original post?2011-07-24 17:35:00

Author:
Unknown User


what would i have to do in unit maker? like what kind of unit, i could do that2011-07-24 17:43:00

Author:
benia123
Posts: 82


pm me please2011-07-24 17:45:00

Author:
benia123
Posts: 82


Don't expect anything, but I may randomly contribute logic or units. I'm probably going to start making a sort of rts defense level, and the creations would likely be useable. The only issue I foresee is making the logic compatible.2011-07-24 17:48:00

Author:
SSTAGG1
Posts: 1136


^Good Luck2011-07-24 18:11:00

Author:
Unknown User


You know what guys, I bet I could make a whole series, er well not like a series, but nevermind, I think I could make a lot of levels with the title world domination... 2011-07-24 18:13:00

Author:
Unknown User


how do i do top down mode?2011-07-24 20:31:00

Author:
benia123
Posts: 82


Whatcha mean?2011-07-24 20:41:00

Author:
Unknown User


how do i set it to look top down, ive got my plan for the helicoper, but i need to use topdown, but idk how.2011-07-24 21:06:00

Author:
benia123
Posts: 82


Front view, but it hasn't been working for me lately...2011-07-24 21:13:00

Author:
Unknown User


how do i do top down mode?

All you need for top down is turn off gravity and make controlinators not side-mounted.
2011-07-24 21:19:00

Author:
Zero10100
Posts: 385


I believe he meant front view 2011-07-24 21:23:00

Author:
Unknown User


alright, now should soldiers be sackbots?2011-07-24 21:23:00

Author:
benia123
Posts: 82


I guess so, due to proportion reasons, oh, units shouldn't be bigger than 20x15 SMALL grid squares, maybes smaller...2011-07-24 21:25:00

Author:
Unknown User


Thanks for makin' the units by the way 2011-07-24 21:26:00

Author:
Unknown User


np, and ok, ill use those deminsions, and to sstagg1, when i played the lbp1 verstion of your rts, after i chose the music i grabbed the red thing and nothing happend2011-07-24 21:43:00

Author:
benia123
Posts: 82


Wow!
This sounds really awesome!
Is it too late for me to get into the Scenery Team?
I'd really love to help
I've previously been working on a level myself, but it's about ready to publish, so I should have time to help out
2011-07-24 22:05:00

Author:
Unknown User


Okay, actually this is almost exactly what I'm going to publish in the next five days. Be sure to check it out...

Some things to make it easier for you:

- Save as much space on the thermo as possible, it means for example, NO sackbots.
- Make a system which makes units avoid eachother. Otherwise it'll look crappy and units will get stuck.
- Try to not make too many obstacles in the map, (mountains, woods, etc.), it will require a lot more logic because the units must go aruond.
- Be sure to make every unit unique, or all units will follow the same waypoint. I haven't come up with any other method that works. It would be great if you did because this part will litterally EAT your thermo.
- This one is important: Don't have more than ONE logican. You will have to do a lot of bug fixing and if you use logic from different persons, you will get very confused.

Maybe I'll add more things later...

Good luck
2011-07-24 22:11:00

Author:
Willman4
Posts: 170


np, and ok, ill use those deminsions, and to sstagg1, when i played the lbp1 verstion of your rts, after i chose the music i grabbed the red thing and nothing happend
It's prone to failure due to it being LBP1. Most bugs tend to be random, some can't spawn units, some can't move units, some can't use the menu, etc. The most obvious reason why it failed there is because I have 4 thermos worth glitched into the level. I emit the gas to kill/teleport you, so it likely overheated and failed to emit the gas. If it overheated, the game would be unplayable anyway.It's random when it overheats, so perhaps just try again and see if it works.


Also, I'm going to put together some aircraft. Going to eventually make a mini rts with aircraft, navies, and island bases. The reason why I don't want to 'join' this project is simply because I am not going to be dedicated to working on anything for a while. I'll see how I feel once I finish the merc multiplayer game though.
2011-07-24 22:17:00

Author:
SSTAGG1
Posts: 1136


alright, also, i finally understang topdown2011-07-24 22:24:00

Author:
benia123
Posts: 82


understand*2011-07-24 22:25:00

Author:
benia123
Posts: 82


No problem SSTAGG1, to be honest, I didn't expect you to join from yours.

SackGirlsRule: It's Not too late, it's never too late of course you can join
2011-07-24 22:50:00

Author:
Unknown User


do you want to able to control the units, for example, i put a controllinator inside the tank to controll it. is that what you want?2011-07-24 23:38:00

Author:
benia123
Posts: 82


Don't. Put. Any. Logic. That's. My. Job. Thanks 2011-07-25 00:14:00

Author:
Unknown User


ok, thx im kinda glad, lol2011-07-25 00:27:00

Author:
benia123
Posts: 82


should u friend me or something so you can see what im doing?2011-07-25 00:29:00

Author:
benia123
Posts: 82


When it is 9:00 GMT-4(7:00 for you) I'll be on and I'll friend you 2011-07-25 00:33:00

Author:
Unknown User


ok i finished the tank and soldiers. would have done more, but i was trying to program the controllinator b4 u tld me not 2. theres artic and woodland vcariations for both.2011-07-25 00:43:00

Author:
benia123
Posts: 82


Sorry, but no sackbots soldiers, no, no soldiers period. It'd eat the thermo cuz of more damage logic. Vehicles only please Benia2011-07-25 00:44:00

Author:
Unknown User


Once hit CBS show Big Brother is done I'll check out your work. Congrats on leveling up to 'Thread' 2011-07-25 00:46:00

Author:
Unknown User


k, my power cut and i lost the tanks, but i can recreate them. weird i was watching bb also, lol2011-07-25 02:10:00

Author:
benia123
Posts: 82


ill help with scenery!!!!2011-07-25 03:16:00

Author:
majormel84
Posts: 398


im gonna remake the tanks 2morrow, i wont be online, but ill be playing. ill make the other units also2011-07-25 03:20:00

Author:
benia123
Posts: 82


@Majormel84 thanks if you need any help on Arcade Quest just lemme know

@Benia123 Thanks for making units. I made a basic test unit, but my artistic skills are as crappy as, well crap

Logic Update: Tonight I made:
-Cursor Movement Logic
-Waypoint Logic (place a little piece of hologram down, selected unit follows it. It's pretty efficient, I'll only need one waypoint tag, saving precious thermo)
-Basic Unit AI

What I'll make later:
-Advanced Unit AI
-Enemy AI
-Base Capture Logic
-Damage Logic
-Target Lock Logic
-Any other logic I forgot to mention
2011-07-25 03:50:00

Author:
Unknown User


This got busy quickly .

Beware the apparent simplicity of waypoint movement....you're going to need to use channels to administer waypoints. If you want to be a step above every other rts, an advanced movement system will be needed.

Several posts have been made about giving objects operating channels recently, so just give them a read and you should be good. Multi-select, deselect, box-select, and even....dare I say it, multiple waypoints ... are things you should try to include. That means a lot more logic than just a single tag for a waypoint...
2011-07-25 04:46:00

Author:
SSTAGG1
Posts: 1136


Multi-select, deselect, box-select, and even....dare I say it, multiple waypoints ... are things you should try to include. That means a lot more logic than just a single tag for a waypoint...

In my RTS, I have got Multi-selection, deselection and multiple waypoints
I thought of box-selection but I have no idea how to do it. Is there a way to expand the tag sensor area in play mode with logic?
2011-07-25 09:54:00

Author:
Willman4
Posts: 170


Single Selection Unit ; Multiple Selection Units ; Box Selection ?2011-07-25 12:11:00

Author:
Unknown User


ok, sstagg, i played yours for refrence, when i saw the logic system, i got a headache, lol. its really neat, but i lost on super easy 2011-07-25 12:55:00

Author:
benia123
Posts: 82


Ican try to make some scenery and units when i can if youd like. I think Arctic or desert may be good as jungle maps seem to be everywhere in LBP.2011-07-25 19:38:00

Author:
Lordwarblade
Posts: 761


Maybe you will be able to select multiple units you'd only be able place an attack waypoint, but no following waypoints. What do you guys think.

@Lordwarblade: Benia has me covered on units thanks
2011-07-25 20:36:00

Author:
Unknown User


Oh man I've come into some trouble. Don't worry, it'll only take up about half of the thermo

But really, it's that I'll need to move multiple units, and that may be hard. Maybe only a max of four selected??? What do you guys think?
2011-07-25 23:14:00

Author:
Unknown User


And so it begins...the grind of incredibly annoying thermo eating logic, lol. As long as it's fun, nothing else really matters. a 4 unit max select sounds okay. This is why I like air and space, you don't need to mind collisions or pathfinding.2011-07-25 23:27:00

Author:
SSTAGG1
Posts: 1136


Please answer the poll guys!2011-07-25 23:48:00

Author:
Unknown User


If you build it for singleplayer, changing it to multi would be near impossible. You'd have to cut out SO many things, as you're mutliplying the thermo use of players by 4.

I suggest single player, with co op support. Any number of players can control the player's army. This means only 1 player needs to be made, but all 4 can control it.

Actually, yes, do that. A co-op rts....oohhh, lol.

As for box-select. It's simpler than you think (though that really depends on your standard). A giant hologram box and a giant hologram L-shape will determine selection. when you click X, the L shape will lock in place. When you drag with X, the box corner will follow the cursor (rotate so that corner looks away from l-shape corner at 90 degree angles). The L-shape looks at the cursor, but only at 90 degree angles using sensors and gyros (to ensure that it's acting as the correct corner piece).

If a unit is in contact with the box, it is selected. If a unit is in contact with the L-shape, it cannot be selected. Thus, a unit in contact with both will not.

That's it (at least afaik, there may be a simpler way, though this really is VERY simple...3 extra logic pieces for selection, ~20 for box shape)
2011-07-26 00:06:00

Author:
SSTAGG1
Posts: 1136


I didn't follow that lol. Your right, single player with co-op support will be the best 2011-07-26 00:12:00

Author:
Unknown User


The L-shape is really just a larger replica of the box with a corner of it taken out.

kinda like:

......................________________
......................|....................|
..,,_____________|______............|
...|~~~~~~~~~~~~~|--------|...........|
...|~~~~~~1~~~~~~|--1/2--|....2.....|
...|~~~~~~~~~~~~~|--------|...........|
._|_____________|---.-----|...........|
|.|--------------------* -------|...........|
|.|_____________________|..........|
|...........................................|
|...........................................|
|_______________________________|

1 is the selection box, 2 is the anti-selection box, ",," is the cursor. "*" is where you initially clicked. The box rotates away from the cursor, so you can make a box in any direction, and the L-shape rotates to have the cursor between its 2 arms.

Units in 1 will be selected. Units in 1/2 and 2 will not be selected.

If that helps at all.

(also, LOL, making that sketch was a lot harder than I thought it would be.....)
2011-07-26 00:44:00

Author:
SSTAGG1
Posts: 1136


hey, i_love_logic, i finished the tanks, boat prototype, and what is supposed to be a stealth bomber. want to come online and check?2011-07-26 00:53:00

Author:
benia123
Posts: 82


Sorry SSTAGG1, that looks overly complicated xD. Anyway Benia, my sis and her friend are watching a movie, will you be on in like 1-1.5 hours?2011-07-26 00:58:00

Author:
Unknown User


maybe, its 8:06 right now, here, think i put in wrong time zone, lol. so i guess i can meet you at 9:30,here, is that good?
beware, most of the units are prototypes!!!
2011-07-26 01:08:00

Author:
benia123
Posts: 82


Put in GMT-4, if you live on the eastern part of the US yeah, 9:30 sounds about right don't worry about them being Protos, my cursor and logic is prototyped to 2011-07-26 01:11:00

Author:
Unknown User


I will try to post pics ASAP 2011-07-26 01:24:00

Author:
Unknown User


@Benia, it may be 9:00 if that's ok for you 2011-07-26 01:25:00

Author:
Unknown User


so in about 20 min, ok2011-07-26 01:43:00

Author:
benia123
Posts: 82


Hi ILL. You told me to look at this but since you only want one person on logic, I probably won't be of any use to you. (I don't blame you for wanting only one person on logic, my logic is incomprehensible to anyone but me, and I can barley understand it ). Well anyways, I might check out the level sometime, if I have any good ideas I'll let you know. Oh, and I think eastern time is GMT-5. The thing called GMT-4 Atlantic time.2011-07-26 02:53:00

Author:
Joey9898
Posts: 131


Logic:
-Targeting Logic (for attacks)
-De-Select all Units Logic
-Simplified some Selecting Logic (take that thermo!!)

Scenery:
-Better looking proto tank

Bugs:/Annoyances:
-When you are targeting something and move, the unit starts spazzing out

Message to Team:
Please make this your top priority. I know it is mine. Thank you
2011-07-26 03:45:00

Author:
Unknown User


The L-shape is really just a larger replica of the box with a corner of it taken out.

kinda like:

......................________________
......................|....................|
..,,_____________|______............|
...|~~~~~~~~~~~~~|--------|...........|
...|~~~~~~1~~~~~~|--1/2--|....2.....|
...|~~~~~~~~~~~~~|--------|...........|
._|_____________|---.-----|...........|
|.|--------------------* -------|...........|
|.|_____________________|..........|
|...........................................|
|...........................................|
|_______________________________|

1 is the selection box, 2 is the anti-selection box, ",," is the cursor. "*" is where you initially clicked. The box rotates away from the cursor (EDIT: to point towards the initial click * ), so you can make a box in any direction, and the L-shape rotates to have the cursor between its 2 arms.

Units in 1 will be selected. Units in 1/2 and 2 will not be selected.

If that helps at all.

(also, LOL, making that sketch was a lot harder than I thought it would be.....)
I just put this together in about 3 minutes. It works. When you release the box select, pulse the tag for each 1 and 2. Use impact for both to an AND gate. Invert the sensor for box 2.

You know, I could probably put together an rts tutorial.....hmm (it'd obviously have better descriptions and pics, lol)

EDIT: Oh, and connect 2 strings, 1 from each arm of box 2 to the edges of box 1, to limit the extent of movement. The boxes shouldn't separate, else those next to box 2 will not get selected, as box 1 would move beyond them.

To further explain it. The corner of box one, in the picture, would have been moved from the * to the ,,
If you make the box in a different direction, some rotations of the boxes would need to be done (kinda explained in quote).

Dunno if this helps at all.
2011-07-26 04:48:00

Author:
SSTAGG1
Posts: 1136


i could help with scenery if you want2011-07-26 09:59:00

Author:
nerzdadestroyer
Posts: 1527


No need to vote anymore people, single player with co-op support is my FINAL DECISION!2011-07-26 20:35:00

Author:
Unknown User


Ok can people make the maps ASAP?2011-07-26 23:21:00

Author:
Unknown User


The L-shape is really just a larger replica of the box with a corner of it taken out.

kinda like:

......................________________
......................|....................|
..,,_____________|______............|
...|~~~~~~~~~~~~~|--------|...........|
...|~~~~~~1~~~~~~|--1/2--|....2.....|
...|~~~~~~~~~~~~~|--------|...........|
._|_____________|---.-----|...........|
|.|--------------------* -------|...........|
|.|_____________________|..........|
|...........................................|
|...........................................|
|_______________________________|

1 is the selection box, 2 is the anti-selection box, ",," is the cursor. "*" is where you initially clicked. The box rotates away from the cursor, so you can make a box in any direction, and the L-shape rotates to have the cursor between its 2 arms.

Units in 1 will be selected. Units in 1/2 and 2 will not be selected.

If that helps at all.

(also, LOL, making that sketch was a lot harder than I thought it would be.....)

Brilliant! You can make it look really good too!
I'll try and make a demo when my Strategists level is done
2011-07-26 23:30:00

Author:
Willman4
Posts: 170


Like you said earlier SSTAGG1, I won't need it, ?cause the multi-select works fine.
Also from SSTAGG1: I'm amazed how much you?ve made in such little time.
2011-07-27 03:47:00

Author:
Unknown User


Logic Updates:/Fixes:
-This bug where the unit would spazzing out is now fixed
-Improved waypoint logic and movement to it
-Better targeting logic
-You can't select units while there is a waypoint active

Present Bugs
-None that I know of

Keep on creating guys
2011-07-27 03:56:00

Author:
Unknown User


Like you said earlier SSTAGG1, I won't need it, ?cause the multi-select works fine.
Also from SSTAGG1: I'm amazed how much you?ve made in such little time.
Hah, yes, yes I did. You've got unit movement, aiming, selection, sounds, and a menu done. All you need are bullets (and missiles, and lasers? ), maps, and an economy, and it's done.

Still, be careful with the thermo. It was fairly high with just the cursor system and the couple of units.
2011-07-27 06:32:00

Author:
SSTAGG1
Posts: 1136


Bullets/Damage Logic...2011-07-27 11:29:00

Author:
Unknown User


It would be great if I could make a mini inventory follow the cursor, and you could call in units, without breaking the thermo =|2011-07-27 12:10:00

Author:
Unknown User


Looking forward to this, a lot.2011-07-27 13:40:00

Author:
craigmond
Posts: 2426


Game changing question: Should I make it only able to move one vehicle at a time, saving on precious thermo, or multiple move, killing the thermo?2011-07-27 20:39:00

Author:
Unknown User


I'm not sure how easy this would be to do, but can you 'hotkey' units to the 4 d-pad directions. You'd select a unit, set it using d-pad + some button, and could then select it using just the d-pad.

Using channels, it shouldn't be too difficult, and would only need 4 channels. I've a 4 channel setup for who owns which weapons (pretty much exactly what you need, as it's reconfigurable), as well as a 2 channel setup (unit and killstreak, and each has their own 2 channels for aim / not aim ).

Taking out multi-select is disappointing, but if it frees up allot of the thermo, then, well, it's not 'necessary'.
2011-07-27 21:20:00

Author:
SSTAGG1
Posts: 1136


Game changing question: Should I make it only able to move one vehicle at a time, saving on precious thermo, or multiple move, killing the thermo?[/QUOTE]

I'm not sure how easy this would be to do, but can you 'hotkey' units to the 4 d-pad directions. You'd select a unit, set it using d-pad + some button, and could then select it using just the d-pad.

Using channels, it shouldn't be too difficult, and would only need 4 channels. I've a 4 channel setup for who owns which weapons (pretty much exactly what you need, as it's reconfigurable), as well as a 2 channel setup (unit and killstreak, and each has their own 2 channels for aim / not aim ).

Taking out multi-select is disappointing, but if it frees up allot of the thermo, then, well, it's not 'necessary'.

Whoa SSTAGG, you missread that, I said should you be able to move multiple units, or only one at a time. Multiple move would kill thermo. Also, no hotkeys, lol.
I'm confused. I didn't mean multiple waypoints, I was talking about moving multiple units at once....'multi-select'..? Otherwise, what would the point of multi-select be if you can't do anything with more than 1 unit.

I tried to say that moving multiple units is not 'necessary', so go ahead and make it single unit move. Also, what's wrong with hotkeys? For me, adding the channels only added ~10 logic pieces initially, with some more to react to it. I think it'd work great as a replacement for moving multiple units.
2011-07-27 21:39:00

Author:
SSTAGG1
Posts: 1136


Have you played my RTS in my signature. You can only select one unit at one time and it works pretty well I think.
But why make something that already exist!? Make your level interesting and advanced instead. I suggest to enable multi-unit selection
2011-07-27 21:43:00

Author:
Willman4
Posts: 170


Why would multi-unit selection kill the thermo? It doesn't in my new RTS.2011-07-27 21:47:00

Author:
Willman4
Posts: 170


With more than one unit selected you could put a target waypoint, to attack. Also, I'll try making multi-unit moving, and see how much thermo it takes up.2011-07-27 22:36:00

Author:
Unknown User


And people: You can select multiple units, that doesn't kill thermo.2011-07-27 22:38:00

Author:
Unknown User


alright, i made the units a lil better, so what should they fire?
p.s i had to put a ontrolinator so i could test it. it would be nice to be able to make it fire paint and put a paintinator switch on a microchip so it dissolves
(sorry abot putting some logic, but i had to)
2011-07-28 02:52:00

Author:
benia123
Posts: 82


Ah, ya see Benia, I thing I'm just gonna make my own units thanks, I already have a great looking tank.2011-07-28 03:47:00

Author:
Unknown User


Ok, is there anything in can do to help?2011-07-28 03:53:00

Author:
benia123
Posts: 82


Logic Updates:/Fixes
-Basic Enemy Health Logic
-Bullet Logic
-Overall Logic Simplification
-Better Waypoint Logic
-Smoother Moving

Present Bugs:
None

Message to team:
I'm almost ready to make the tech demo
2011-07-28 03:55:00

Author:
Unknown User


What do you think you could help with. No offense, but I have two top-notch creators doing scenery, and me making the logic... What do you think you could do great?2011-07-28 03:57:00

Author:
Unknown User


I can do scenery. Design. That stuff 2011-07-28 04:59:00

Author:
Unknown User


yh me too, im good at scenes

i can make custom stickers. like signs.
2011-07-28 09:09:00

Author:
nerzdadestroyer
Posts: 1527


Haha, i think i could probably make you your entire map,but i would need time and info about what you need aye? Can have a template done soon if need be 2011-07-28 09:13:00

Author:
TheLittleSoAndSo
Posts: 181


maybe this is to complicated for my first project. if you need help, pm me i guess. i think you need someone with more experience.2011-07-29 01:09:00

Author:
benia123
Posts: 82


Thanks TheLittleSoAndSo for a template of the Arctic Base Map


What? Did you think I quit this project?
2011-08-02 21:04:00

Author:
Unknown User


awesome!!!
you didnt quit!!
2011-08-04 05:24:00

Author:
majormel84
Posts: 398


Logic:

-Better Waypoint Logic
-Better Targeting Logic (Bigger Radius)
-Better Enemy AI (can't really call it that)
-Better Cursor Logic/Effects/SFX
-Better Map Logic (Added some Tags)

Needed Logic/Fixes:

-Better Controls (selecting/de-selecting [O] - Waypoint canceling [/]
- Better Targeting Logic (some stuff will auto shoot)
-Better Movement (can't cross rivers etc)
-Health/Repair (for a price )


Controls:

[Left Stick: Move Cursor]
[X: Select Unit]
[O: (tap to de-select the unit it's over - hold to de-select ALL selected units ]
[/: (tap to cancel waypoints for selected units - hold to cancel ALL waypoints] (still to be made)
[R1: While SINGLE Unit Selected Place Movement Waypoint]
[L1: While Unit(s) selected - place target waypoint (for artillery)] (still to be made)

That's it for now
2011-08-13 04:41:00

Author:
Unknown User


SSTAGG: As long as it 'looks' like it plays, that's good.

I'm pretty sure that's not exactly what he said but either way I should make this easy. No one would notice the simplicity of the logic if it's fun. Why kill the thermo? What'd it do to me??
2011-08-13 05:06:00

Author:
Unknown User


sooo many projects, im making little big resort level as a side project lol2011-08-13 05:52:00

Author:
benia123
Posts: 82


Update:

I'm remaking the logic. The units still target while not selected, though there radius is not as big ('bout 100)

The O button now works as well as / if you wanna know what they do look at my post below the quote.

The rotators (look-at) are pretty screwy sadly
2011-08-14 01:39:00

Author:
Unknown User


I'm just gonna use quick reply:

I've remade the logic, I'm at the same point I was 3 days ago with the old logic. Its way neater. You can cancel waypoints if you get stuck with (/).

I've come across a game breaking glitch. In play mode, you can't see the tanks 'cannon'. It still shoots. In preview mode, you can see it, but apparently LBP2 thinks its not bolted in preview. It looks fine in normal create mode Anyone else come across this?
2011-08-14 05:25:00

Author:
Unknown User


I'm just gonna use quick reply:

I've remade the logic, I'm at the same point I was 3 days ago with the old logic. Its way neater. You can cancel waypoints if you get stuck with (/).

I've come across a game breaking glitch. In play mode, you can't see the tanks 'cannon'. It still shoots. In preview mode, you can see it, but apparently LBP2 thinks its not bolted in preview. It looks fine in normal create mode Anyone else come across this?
Yes, I encountered the exact same issue when using bolts to add decorations. Just make them tiny and visible. I wouldn't call that gamebreaking though .
2011-08-14 06:05:00

Author:
SSTAGG1
Posts: 1136


Thanks for th reply Also that's good cause the bolt wouldn't be seen even if it was 'visible'. Now to make damage/Repair Logic. I have it auto targeting. It also shoots crates for points 2011-08-14 14:53:00

Author:
Unknown User


Just popping in again to say keep up the good work. Before you get too far with the logic, always try performing weird operations with the buttons such as holding "O" longer than it needs to be held, tapping a button really fast to make sure nothing gets messed up, etc. I can't wait to see what you guys can come up with.2011-08-14 16:01:00

Author:
WoodburyRaider
Posts: 1651


ive looked into ligic and thought, the destroyer sould have an output that says -on destruction-.2011-08-14 23:34:00

Author:
benia123
Posts: 82


ive looked into ligic and thought, the destroyer sould have an output that says -on destruction-.
Yes. I also think that the destroyer should be able to be used to destroy certain things using that output. Connect the output to anything, and when the destroyer is activated, it only destroys things that receive that signal (so doesn't destroy the thing it's attached to, unless the wire is connect to it). This would allow us to significantly simplify destruction, where we just make cases for when each thing is destroyed.
2011-08-14 23:42:00

Author:
SSTAGG1
Posts: 1136


Yes. I agree. Also Movers/Rotators should have outputs (on Movement/Rotation). I know this will be in the move pack though

Ok. Remember guys, this is a production thread, not a LBP 2 suggestion thread
2011-08-15 03:48:00

Author:
Unknown User


36323

Please PLEASE Click on the Link! Thanks ^_^
2011-08-27 02:35:00

Author:
Unknown User


MINOR LOGIC UPDATES/FIXES:

-Instead of a follower on the units it's a mover set to local space

-Logic on separate microchips is now wire-freeーAll wireless with Tags
2011-08-27 03:59:00

Author:
Unknown User


Awesome, I'm liking this idea. 2011-08-27 04:07:00

Author:
fireblitz95
Posts: 2018


MINOR LOGIC UPDATES/FIXES:

-Instead of a follower on the units it's a mover set to local space

-Logic on separate microchips is now wire-freeーAll wireless with Tags
TBH, that's how I thought it started off initially. As for wireless logic, just make sure that similar units do not interfere. The detection radius needs to be tiny.
2011-08-27 06:11:00

Author:
SSTAGG1
Posts: 1136


36402
36403
36404

New pics. I don't remember how to directly insert a pic... lol.
2011-08-28 17:22:00

Author:
Unknown User


UPDATE:

Return of the Attack Target Waypoints! - Press L1 to place a target for your units to shoot at. Units will look at them indefinitely, but will only shoot when they are near an enemy (with the target over it)

Zoom In! Zoom Out! - Now you can zoom out all the way for better moving and zoom in for a close combat view! Use the right Joystick Up/Down to zoom.

Clicky Clicky! - Use (L3) to toggle a fast/slow cursor.

NEW UNIT:

Flame Thrower Tank! Shoots Orange-Hot flames at your foes! It shoots in 10 flame bursts, then a 1 second reload. Takes 20 hits to kill a turret.


***THANKS TO iamgoofball for the amazing looking units!!!***
2011-08-29 05:13:00

Author:
Unknown User


Hey, I sometimes use this, and just so you know, I do tank design and overall decorating.2011-08-29 05:25:00

Author:
Unknown User


@ Goofball, I know 2011-08-29 15:46:00

Author:
Unknown User


Anything new today?2011-08-30 00:49:00

Author:
Unknown User


Nope, but I'll get on later so I'll make logic. School starts tomorrow, so way less LBP time D:2011-08-30 00:52:00

Author:
Unknown User


I've actually got quite the system worked out for RTS logic at the moment. I really wouldn't mind letting you check it out or even helping you with this project. I'm urrently working on my own RTS which has a different approach than your standard "Buy units, attack, buy units, attack" style. It's very good on thermo usage and can even allow four players to be in the game at one time.

Feel free to shoot me a PM and we can discuss things.
2011-09-03 02:55:00

Author:
Unknown User


I don't know if I should make a demo now with what I have ATM (reg tank; flamethrower tank; enemy turret), or make more then make the demo.
Thoughts?
2011-09-03 13:17:00

Author:
Unknown User


Demo does tend to create some hype. I think SSTAGG had a comment on this thread earlier saying that you should release it as soon as you can create a demo and get some feedback to find out what else you need to create a nice RTS.

Sidenote: No infantry?! Psh, infantry are the best type of troops
2011-09-03 22:24:00

Author:
Unknown User


Demo does tend to create some hype. I think SSTAGG had a comment on this thread earlier saying that you should release it as soon as you can create a demo and get some feedback to find out what else you need to create a nice RTS.

Sidenote: No infantry?! Psh, infantry are the best type of troops


Yeah, I want my anti-tank infantry!
2011-09-04 00:35:00

Author:
Unknown User


Calm Down Guys! I didn't remember tbat I had the 'Sackbot Head' decoration from the Victoria's Lab levels. Infantry will work 2011-09-04 03:43:00

Author:
Unknown User


(im back!) i used sackbot haed to make the racing level im working on.
im making about 3 levels right now, maybe more:
Littlebig arcade (logic is harrrd, but ive got almost all the games i need, maybe 1 or 2 more?)
racing (title pending)
have you played bloons tower defence, a game like that
2011-09-04 15:48:00

Author:
benia123
Posts: 82


^ BTD, by Ninja Kiwi? ? I've played all 4 of them. That's another project though! =P

Anyway, Iamgoofball and I are making the demo
2011-09-04 17:59:00

Author:
Unknown User


Made basic Infantry, but still need better enemy targeting to and from it.2011-09-08 03:17:00

Author:
Unknown User


If you need help with logic, I'd be willing to make some logic mockups. I'm very interested in making an RTS myself.2011-09-18 03:50:00

Author:
Unknown User


:-D Someone revived my thread :-D I'll add you, see just what kind of stuff you can make 2011-09-18 04:02:00

Author:
Unknown User


Hey I tried to add you on PSN but it says you have too many friends.2011-09-19 02:30:00

Author:
Unknown User


Oh yeah sorry about that...


Anyway... I am thinking of:

a. Scrappin the project (too little RTS fans and too much work)

b. Remaking a basic RTS, stopping, then continuing in a few months with better ideas.

A lil help?
2011-09-19 03:23:00

Author:
Unknown User


Hmm, maybe not completely scrapping it. I think it would be better to downsize it, just have it be a simple RTS. It would act as a proof of concept which can later be added to make a bigger game.

I find often that starting huge projects can lead to them burning out. It's best to stat small and expand on it later.
2011-09-19 18:31:00

Author:
Unknown User


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