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BeanDog

RTS: Dif Teams w/o dif pics?

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I am creating a real time strategy game, and I want to be able to tell visually between identical units controlled by separate players. Any ideas? I was thinking of doing my blits with certain masks (no blue, whatever), but I think I would have to write my own (slow) routine. Any cool ideas?

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Well, the obvious one is what most games seem to do, which is to pick a color to be the "team" color. Then everywhere in your sprite that is that color, draw the color for the team it belongs to.

If you''re looking for something different, and maybe a bit easier, try doing something like this. Draw (for example) a circle underneath each unit. Have the color of the cricle match the team color of the unit.

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Thatwould be great if only...

All my sprites weren''t rendered using 3DS. Everthing is shaded and such nonsense. I couldn''t color code it, and the circles would look hokey.

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A solution would be to prerender all the different color types using 3ds. You would have several pics of the same unit just different colors. Or youll have to settle for hokey looking sprites Some talent drawing in 2d to modify the 3ds pics would be a half way comprimise.

One person said that the games industry is "a transfer of funds from the rich to the lucky"

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That brings us back to the original problem. It would be easy for me to simply render them separately, but that would take up 8 times as much memory. Is there an easy way to blit and change one color to another? That may be my only option.

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i would do it with aplha blending ...

-kertropp

C:\Projects\rg_clue\ph_opt.c(185) : error C3142: 'PushAll' :bad idea
C:\Projects\rg_clue\ph_opt.c(207) : error C324: 'TryCnt': missing point

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