LWJGL RTS

:smiley:

Im assuming this is because your video card doesn’t support polygonOffset.
This is a concern, as my current Nvidia card also doesn’t support it, but there isnt any flicker as the the depth calculation is accurate. So I really dont know whats the best approach to take, in order to fix the problem.

[quote]I found the gameplay a little not userfriendly but that’s already a great WIP.
[/quote]

[quote]In campaign mode, is it possible to have context sensitive controls?
[/quote]
The main critisims seem to be about the control system, Ill definately fix it.

Ok got a few key targets now that should keep me busy, time to put my head down and get back to work.

I have the same problem. If you find a nicer approach, let me know.

Made a temp fix for the auto-controlling it should be alot easyer to move around a single unit.

Ill enable
glEnable(GL_POLYGON_OFFSET_FILL);
as well as translate
glTranslatef(0, -0.01f, 0);
before drawing the map, then
glTranslatef(0, -0.01f, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
after drawing the map.

but i think i might add an option:
“Anti-Flicker”
that translate the map even lower defore drawing, this option will also need to
display a warning:
“Warning may cause cartoon lines on map.”

I attached a pic of the normal scene, and with with anti-flicker.

but i doubt this solution will help an FPS, because of faces placed on all sides.
Some ideas for an FPS:

  1. (Quick) Use a miner scale option on each wall sector. so that the wall translates just a bit away from the direction it is facing.
  2. (Quick) draw other objects with an offSet from the wall.
  3. (Slowest, but visually best) draw the “wall” scene normally, remove the Depth bit,
    redraw with colorMask(false,false,false,false), with the scale increased;

Cool game, smooth game play and good work on the bump maps. The only thing I want
to complain about is that the tower defence get less challenging in late stage.

This is what I got:

Updated:
*fixed automatic controlling.
*added a few extra models
*made the Tower Defence a bit more challenging

Still need:

  • Need to make the minimap more interactive
  • create a few more tower types
  • create spell immune units

after that I should be releasing version 1.0.
Ill be running a webserver so it will be possible to play games over the internet.

can’t wait!

Added a considerably big update.

Its now possible to choose from a custom map. (not that the map editor is really available). But I added a few maps to the list.

Also Added web support with country prefix for location of the game being hosted. Its only open when my computer is on, so not really that great, but ill setup and old wooden computer to be dedicated to hosting.

Its done, I have officially released version v1.0
There is a webserver up 24/7 for online play.

Im going to stop developing the Tower Defence and start working on a army vs army RTS.

I submitted the game to a few indie sites. Does anyone know of any good indie websites that are worth checking out for game submission?

Hi

I will give it a try at home under Linux, I’m currently at work.

cool thanx gouessej, glad to know you got my email request.

If someone has a Mac, I would really like to know how it performs (if at all)

It works just fine :smiley: I played with it during an hour and an half. It is fast (~50 FPS) except if I forget closing a web page containing a Flash application :wink:

:smiley: good to know, thanx again gouessej.

Doesn’t run on Mac I’m afraid, is there any sort of log file it produces?

not really.
I only really enable logging and tracing in the java control panel and use that.

could you please post your Mac specs, like: OS, core count, if intel chip.

hey bob

the game looks very good, did u do the models yourself ?

I like the gui and stuff, but maybe you should highlight the buttons when mouse enters it . It gives me a vad sensation of “program crashed” when I see no highlights in the button .

Though you said you wont develop TDF, I have some comments about it .
I felt a bit sad because of the short funds . There were times that a wave went by, and I didn’t have enough money to buy anything . so I just had to wait the next wave . Maybe cheaper and weaker towers ?

oh, and I couldnt see the prices of updates, so I didnt know if I should save money or not to buy it …
well, good luck on your rts !

Ill be working on the core engine for the RTS, but I have lost so much time working on what was ment to be a mini-game.
there is also a “game menu” button that can top up your funds, if you trade in a boss kill.

only some of them. others are taken from custom quake2 models.

lol, so true. Yeah ill add this in the core engine.

yeah :frowning: i never got around to implementing the update function.

thanx teletubo for the feedback.

Java 1.6.0_07, 64-bit server VM
Mac OS X 10.5.7
Intel Core 2 Duo

I was under the impression, Mac didn’t have Java 1.6 :-\

64-bit Intel Macs have had Java 6 for a long time.

java.lang.reflect.InvocationTargetException
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
	at java.lang.reflect.Method.invoke(Method.java:597)
	at com.sun.javaws.Launcher.executeApplication(Launcher.java:1321)
	at com.sun.javaws.Launcher.executeMainClass(Launcher.java:1267)
	at com.sun.javaws.Launcher.doLaunchApp(Launcher.java:1066)
	at com.sun.javaws.Launcher.run(Launcher.java:116)
	at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.NoClassDefFoundError: Could not initialize class org.lwjgl.opengl.Display
	at game.gui.GUI.<init>(GUI.java:131)
	at game.gui.GUI.main(GUI.java:64)
	... 9 more

Open Solaris 2009.06 (64-bit) on Intel Core i7 920, nVidia GeForce GTS 250
Java 6 update 13

Smells to me like a compatible native library is not included in the WebStart download.

For what it’s worth the LWJGL gears demo runs fine.