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Member Since 10 Nov 2006
Offline Last Active Today, 09:51 AM

#5246427 Real Time Strategy mechanics

Posted by Ashaman73 on 14 August 2015 - 04:31 AM

Stronghold/Knights & Merchants

Never played Stronghold, but K&M. It is based on the idea of settler with an expanded combat system which worked due to the formation system. But combat is really slow paced in this game and not comparable to modern really, fast paced PvP RTS games. I doubt that K&M will work really good in an competive multiplayer scenario, but I'm just guessing here, just played the single player campaign.


A strong focus on the (single) core gameplay is better then to support two "core"-gameplays. Many eco-simulations have a battle component (settler,civ) and many RTS games have a eco-system (star craft=>two resources , etc.), but all have a single core game mechanism, either eco simulation or battle. If you take the concept of e.g. a RTS game and add the "burden" of a eco-sim, then you are suddenly trying to develop two games in one.

#5245956 Real Time Strategy mechanics

Posted by Ashaman73 on 12 August 2015 - 06:13 AM

Just some thoughts. I would be careful about mixing genres, especially if you want to include PvP. I've tried something similar and my experiences aren't the best. In fact, you are developing two games in one and the major issue is, that players lost focus really quickly and get confused if they need to play both games simultaneously, including myself as developer. You start playing one part of your game, get involved and ignores the second part. After some time you get negative effects, don't know why certain things happens and lost interest.


In your case it sounds like an eco-simulation and RTS. Similiar games often use separate phases or turns (e.g. XCom: base/strategy phase -> tactical combat phase). On the other hand most competive RTS games have really simple crafting/eco simulations. There are other issues, besides development stress (developing and balancing two games in one is hard), you minimize your player audience (you need to find players who like [slow paced] eco-sims and [fast paced] RTS games).


So, from this point of view idea #2 sounds a lot better, because of having different game parts in different turns.

#5244435 256 or 1024 color palettes/rotation (with 32bit color)

Posted by Ashaman73 on 03 August 2015 - 10:20 PM

Save your palett-color-index encoded into 16bit texture (up to 65536 colors), then use this color/256... color/64 to index into a 1D texture containing the final color (->shader).

#5242330 To mirror or not to mirror?

Posted by Ashaman73 on 24 July 2015 - 12:18 AM

What about something like a shell ejection port on a gun? I would use the mirror first, then apply the modifier, and then put the ejection port on the proper side, correct?

Yep, this would work, thought if it is possible to separate this part of the model, then I would keep the mirrored part as long as possible. Applying fixes to the models once you have applied the modifier will be harder. You can stich the model together later.

#5242323 To mirror or not to mirror?

Posted by Ashaman73 on 23 July 2015 - 11:02 PM

I am just starting out with modeling in blender and I am making hand guns mostly. I am wondering if mirroring is the best way to go when working. If I use a mirror, I am restricted to the x and y axis in terms of being able to move the model around. Is there anyway to make an object with a mirror and then get rid of it later on without losing the other side? 

Do you mean the mirror-modifier ? Then yes, it is often the best and fastest way to start with mirror modelling. If you want to add some asymmetrically features you can just add it as separate model. Later on, you can "apply" the modifier, that will remove the mirror-modifier and the mirrored vertices are added to the model. Best to keep the mirror modifier as long as possible. It is even possible that, when exporting your model, that all modifiers are automatically applied.

#5242105 About skeletal animation (retargeting and other stuff)

Posted by Ashaman73 on 22 July 2015 - 10:29 PM

I wouldn't sugguest to do retargeting yourself. Use a animation/modelling tool like blender for it. Automatically retargeting is really hard to get right (if it works at all), Chris Heckler used a procedural animation system with retargeting in Spore, but this will be a lot of work to get right.


To retarget a skeleton more effective you should not animate the bone directly. Instead you use a second set of bones and many constrains. Basically it works like a puppeteer, you have bones which deform your model (the one which will be used in your game later) and you have bones which controls these deformation bones. So instead of animating the whole leg, you have only one or two foot control bones which will manipulate the whole leg. Here's a good tutorial about using a second layer of control bones.

#5241462 Story First? Story Last?

Posted by Ashaman73 on 19 July 2015 - 10:31 PM

Story sometimes helps to get a feeling for the design,setting,direction you want your game world to take. On the other hand, a game is about game mechanism, and forcing some game mechnism in a fix direction to satisfy the story can break the whole game. Therefor there's the possibility, that you adjust a story many times to introduce new or explain modified game mechanism. Even the mission/map design will get you in trouble if you have a fix story you want to follow.


Therefor, only games which core concept is to tell an interesting story, should define the story first in my opinion.

#5240750 How to start?

Posted by Ashaman73 on 16 July 2015 - 04:32 AM

engines Is the only type of GameDeveloping programs I know

If you want to make a game, you don't need to write your own game engine. I would start with either game maker tools (rpgmaker etc.) or modding an existing game. You don't need to be a coder guru to make games, thought some scripting will be involved here and there, but it will not be too challenging.


There's a game maker/development humble bundle (still active?), check it out. It could include some useful stuff.

#5240739 MOBA in 3rd Person-view

Posted by Ashaman73 on 16 July 2015 - 03:12 AM

Which one is harder to make ? MOBA or MMORPG



which use more server resource top-down MOBA or 3rd person viewed MOBA

Perspective does not matter.


what will you do if your making a 3rd person viewed MOBA ? (networking wise )

I would start with a classic client-server architecture.


What are the solutions you guys suggest to make MOBA games better ?

No solutions. Ask in the according official forums and await some flame-threads happy.png

#5240462 Best engine for cinematics?

Posted by Ashaman73 on 15 July 2015 - 05:52 AM

Well, a game engine is tailored for real-time rendering. Using it for cinematics and expecting the same quality like a offline renderer is problematic. All what you have mentioned is most likely true for all the other game engines around.


Or would it be easier to extend Unreal?

You will have some hard time to extend features like translucent material etc, other features will be more easily added. A game engine has still a long way to go to compete with real raytracers.


But my real question is: why do you want to use a game engine instead of an offline renderer ?

#5240406 Mobile game theme.

Posted by Ashaman73 on 14 July 2015 - 10:42 PM

Your game sounds like a mix of Fallout Shelter and Clash of Clans, two games in one, you like challenges wink.png


I want to keep it small and will be my first MMO

This is a paradox wink.png


I am leaning towards zombies....it will be the simplest

Yes, this is true and I would follow this way.


will be a wait or pay game

Lot of challenges here, good luck wink.png

#5240224 [Cooperative Pathfinding] Agents get stuck at choke point

Posted by Ashaman73 on 14 July 2015 - 06:47 AM

Pathfinding will not solve this. You can use some kind of steering behavior, e.g. queuing and avoidance. If you don't have free moving agents, agents which move only along a riggid grid, you could think about swapping. That is, two agents are able to swap places to solve a locking situation.


I had a similar issue in my game (narrow tunnels and many agents running around). I solved it by disabling inter-agent collision detection and adding steering behavior. So, if everything runs fine, they do not overlap. But in some disadvantageous cases they will start to overlay, but there will not  be a locking situation.

#5240206 Blending one animation to another

Posted by Ashaman73 on 14 July 2015 - 02:41 AM

much the same as the way an individual position is worked out by interpolating between key frames. Nothing more to it than that.

This. It is much like bi-linear interpolation.

Simple example:

Animation A is given bei keyframes A1,....An
Animation B is given bei keyframes B1,....Bm

// 1. calculate the two keyframes you need to interpolate each animation individually
A_key_frame_0 = Ai
A_key_frame_1 = Ai+1
B_key_frame_0 = Bj
B_key_frame_1 = Bj+1

// 2. Calculate the alpha value depending on time for the interpolation
A_alpha = ... 0..1 
B_alpha = ... 0..1

// 3. Calculate the finale animation 
A_ani = interpolate(A_key_frame_0,A_key_frame_1,A_alpha)
B_ani = interpolate(B_key_frame_0,B_key_frame_1,B_alpha)

// 4. Now overlap both animation by interpolation
Overlapping_alpha = 0..1
Overlapped_ani = interpolate(A_ani,B_ani,Overlapping_alpha)

// 5. everything have been done in local space
.. transform to world space (consider parents and binding matrix )

The "real magic" only occurs in 4.

#5240044 2D game character

Posted by Ashaman73 on 13 July 2015 - 04:29 AM

It is hard to rate your character due to its abstract, highly stylized nature. In the right context and environment it would suit perfectly, so without knowing the context it is really hard for me to rate it.

#5240012 A Pointer to member functions and boost::bind

Posted by Ashaman73 on 12 July 2015 - 11:05 PM

The most common way to create callback functions are static functions. If you want to call a member function, you need to call it on the according object, that is, you can't simple refer a non-static member function as callback. You can read it up here.


This is often only useful in really generic event system (e.g. a gui system where you want to define multiple events of the same type in the same class). An alternativ is to use an interface with some public methods instead and let the target object inherit from this interface. Or functors/lambda.