[WIP] My Basic RTS : Codename NaW

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Roland_Yonaba
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Re: [WIP] My Basic RTS : Codename NaW

Post by Roland_Yonaba »

Code: Select all

function Map:writeCMap()
   local f = io.open('cMap.txt','w')
   if f then
      for y in ipairs(self.cMap) do
         for x in ipairs(self.cMap[y]) do
         f:write(self.cMap[y][x]) --line 73     
         end
      f:write('\n')
      end
      f:close()
   end  
end 
My bad. Thanks Robin. A keyboard related issues, i guess.
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Roland_Yonaba
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Re: [WIP] My Basic RTS : Codename NaW

Post by Roland_Yonaba »

Hi,

I've been working on some issues with map and terrain generation, adding some graphics to make the game looking more realistic.
A minimap was added too, with some new features.
I can envision implementing unit class from now on..
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NaW.love
NaW.Love (Terrain Generation, Map, Minimap)
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tentus
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Re: [WIP] My Basic RTS : Codename NaW

Post by tentus »

I sometime get lines in between tiles: you may want to ensure that x and y are whole numbers when you render your tiles.
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SoggyWaffles
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Re: [WIP] My Basic RTS : Codename NaW

Post by SoggyWaffles »

I also noticed on the mini map that the pixels representing the resources get bunched up along the lower and right edges.

Image
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ishkabible
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Re: [WIP] My Basic RTS : Codename NaW

Post by ishkabible »

i noticed that as well. also i would like to be able to move around with my mouse by placing near the edge of the direction i want to go.
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Roland_Yonaba
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Re: [WIP] My Basic RTS : Codename NaW

Post by Roland_Yonaba »

tentus wrote:I sometime get lines in between tiles: you may want to ensure that x and y are whole numbers when you render your tiles.
Well, I didn't encounter such problem.. Bu I'll have a look, might be easy to fix.
ishkabible wrote:i noticed that as well. also i would like to be able to move around with my mouse by placing near the edge of the direction i want to go.
Nice idea. I can easily add this feature.
SoggyWaffles wrote:I also noticed on the mini map that the pixels representing the resources get bunched up along the lower and right edges.
Yeah, I already noticed that. Seems to be related to the way I made the conversion from map to minimap coordinates. I'll check that, Thanks.
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Roland_Yonaba
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Re: [WIP] My Basic RTS : Codename NaW

Post by Roland_Yonaba »

Hi all,

This is not a new release, but just a fix. Most of the problems listed up before were solved.
Theoritically.

- It is now possible to scroll map using placing the cursor at the edges of the screen.
- Updated conversion between map and minimap coordinates.

I'll be happy to have feedback and nice ideas to improve. Thanks.

Screenshot:

Image
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NaW.love
Naw (R3) (Map Generation + Resources : Fix)
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Robin
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Re: [WIP] My Basic RTS : Codename NaW

Post by Robin »

Dragging over the minimap should not create a selection rectangle. I won't comment on the questionable legality of using ripped AOE sprites. Is there a way to unselect things, btw?
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Re: [WIP] My Basic RTS : Codename NaW

Post by Roland_Yonaba »

Robin wrote:Dragging over the minimap should not create a selection rectangle.
That's true. Fixed.
Robin wrote:I won't comment on the questionable legality of using ripped AOE sprites.
I do not have tileset/images related to RTS.So I use them just for development stage.
Robin wrote:Is there a way to unselect things, btw?
Yep. Right button Mouse.
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Naw (R4): Selection Rectangle Bug Fixed
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Robin
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Re: [WIP] My Basic RTS : Codename NaW

Post by Robin »

It's getting better.

Too bad the selection rectangle disappears when you mouse over the map.
Also, when you scroll while selecting, the rectangle moves with the viewport, instead of being able to select more than fits on a single screen, which I'd find more intuitive.
You could draw the selection rectangle with an offset of (.5, .5), so the line is sharp.
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