Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Strategy Game like Battle Isle or Advance Wars
Archive: 7 posts
I knew there was sometimes a Thread with same content, but i don't find it anymore I also want to create a game, which is like the games in the Header Maybe you could help me, finding this Thread - i believe, i?ve seen it someday - if it is not available and i?ve seen a ghost-thread so let me know also Thx for helping me Uhh, one more thing - i?m a absolute beginner in creating things | 2012-08-20 08:23:00 Author: Unknown User |
...Uhh, one more thing - i?m a absolute beginner in creating things Then you've picked the worst possible place to start. I don't mean to be rude, but if by your own admission you're not too experienced, I would strongly recommend creating something else first and coming back to this in a year or so when you'll be a little better prepared. I can't say I've seen the thread you're talking about. Exactly what kind of thread is it? A Help Thread where the opening post was asking for help, or a Tutorial thread where the opening post was explaining how to create something? Or something else? Alternatively, if could just ask whatever it is you want to do, I'm sure I or someone else could answer. | 2012-08-20 11:58:00 Author: Ostler5000 Posts: 1017 |
Ouch, Oster5000! @GMoney, this is a very ambitious project! I had a similar thought when playing Disgaea. The key components of an Advance Wars clone will require logic for: 1) grid movement/control 2) turn-based combat 3) battle units with different ranges 4) enemy AI You might skip grid movement/control in favor of free directional movement, a better choice since it requires less logic. You can also skip turn-based combat for "timed" combat, which is more like a real time sim or tower defense level. The decision to use or not use grid movement will change the structure of your other logic, so if you DO want grid movement, you must do that logic first. Build out of order and you'll be in a tough spot later! For grid-based movement, you'll put the player in a controllinator that controls a "cursor". That cursor will have layered logic that moves in blocks, and activates further logic that synchronizes its movement to those blocks. It requires nested or "menu" logic. It's a big project with many steps! For free directional movement (recommended), you'll put the player in a controllinator that at its simplest uses a selector to cycle between each of your units in the same order every turn. The simplest logic for the units would be to limit movement by depleting a timer when it moves, and detecting whether the player has pressed the attack button. When the timer is depleted and the player has pressed attack (even if there's nothing to attack), the turn for that unit is complete and it cycles to the next unit. When all units have had a turn, the enemy AI takes its turn. There are quite a few existing top down levels that mimic board games in LBP2. Search for board games, RPG levels and tower defense levels to see the logic in action. Those levels might even give away logic objects so you don't have to build your own! If you're weak in logic, but have the visuals in mind, you can get started on the visuals, no problem. Create a top down map with a little river dividing both sides. Create red vs. blue battle units. As you create the LOOK of the level you can decide exactly how you want the logic to work. You will naturally begin to think in terms of limitations and how to get around them. This will help you tackle specific problems, and request specific help, like Oster5000 mentioned. http://i.imgur.com/kyjvr.jpg Above... an example of a very simple level you might build, with free movement. You see an enemy infantry unit (red P circle). It's moving toward the player's base. It can only move a little bit at a time, and has a short attack range (dotted line). It can move over rivers, so you don't have to worry about logic that blocks its path. The simplest form of AI in my mind is to make the enemy infantry move toward the player base using a follower tag that covers the whole level, and attacks when a sensor tag is active near the player base or any player unit. The enemy moves for 1 second and "attacks", stops for 10 seconds, moves for 1 second and "attacks", stops for 10 seconds, using a timer on a sequencer. You also see an enemy tank unit (red P square). It's moving toward the other tanks. It can move a long way and has a long attack range. It moves for 5 seconds and "attacks", then stops for 30 seconds, moves for 5 seconds and "attacks, stops for 30 seconds. But it's stuck now because it hit a river, which can be achieved using an impact sensor. Now it's effectively just waiting for the player units to come close enough. Very simple, but once you have the level and this enemy logic, you're actually halfway finished. Someone with more expertise on how to cycle between player units with a controllinator can help you. Then you can build a variety of different maps with different units! That's the basic direction I think your level would take. Don't be overwhelmed, take it a step at a time. Good luck. | 2012-08-20 17:04:00 Author: Unknown User |
A grid based system in which each unit is assigned a certain number of spaces would be complex to the point thatvit would be far beyond the capacity of 99.9% of creators. I've built some pretty difficult logic but I don't know that I could handle that factoring in enemy ai and other commands than attack. The best option would probably be to go for something not grid based where you could simply click to place a tag that your unit would go to. | 2012-08-20 18:45:00 Author: Tynz21 Posts: 544 |
wow, thx to you all, especially to arbiekko, seems, my project in mind was a lot easier than i thought Ostler5000, ok, i had wide eyes and little logic holding in my hands - so thx to your true answers, it's to big for me Sry Guys i try little creatings again and again :?-( | 2012-08-21 15:50:00 Author: Unknown User |
i try little creatings again and again :?-( Don't give up. I started working on my big project in april 2011. I did not realize what I was getting myself into at that time and looking back I have learned so much since then. I didn't wait to get started, though; I hung on, revising where I could, taking things one step at a time, trying to learn as much as I can. If you set the goal not the end destination but the trip itself then you can never really go wrong. I'd say, a good start would be to get a hang of top down control and grid movement. Then turn based actions, different units, abilities, HP, etcetera. Keep the spirit! | 2012-08-21 17:03:00 Author: Antikris Posts: 1340 |
You can do it GMoney! | 2012-08-21 17:25:00 Author: Unknown User |
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