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Developing a Real Time Strategy game with SDL

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Well, I''ve decided to develop a 2D RTS game using SDL for the Linux platform and I also want to port it to other platforms later. I need help on how to get started. Mainly with the following - - How to create art and animation (what tools?) - Selection of individual units - Selection of buildings - Movement of units - Creating a custom cursor - Graphical User Interface (GUI) - Checking Game State (title screen? game over screen? in game?) - Stuff to do with the life bar for both units and buildings - Special Effects - AI Anyone knows of any useful resources out there? I haven''t been able to find any.

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Isometric Game Programming with DirectX 7.0 by Ernest Panzera AKA TANSTAAFL



First make it work,
then make it fast.

--Brian Kernighan

"I’m happy to share what I can, because I’m in it for the love of programming. The Ferraris are just gravy, honest!" --John Carmack: Forward to Graphics Programming Black Book

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Hi,
I think the Graphics part of the tutorial can be done by either a 3d software if youre looking into 3d such as 3d studio max, or a simple 2d paint software such as Paint Shop Pro...

Everything from cursors-units...

Just make sure you know a programming language well...

BL: 3d studio max 5.1 should be good enough, order a free sample from www.discreet.com

BattleGuard

Whenever I try to find a better signature than this... Well, I can't... This is it, Sorry...


[edited by - BattleGuard on June 4, 2003 7:51:35 AM]

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Game State: [url]http://www.gamedev.net/reference/articles/article784.asp[/url]

cursor: get a image that looks like your cursor, and load it with glTexImage2D. then change to Ortho mode and draw a quad (or tri-strip) at the position of your mouse. you''ll have to play around a bit to get the upper left vertex on your mouse-position. when it works, order your cursor to be invisible

what tools: milkshape and 3dstudio max

life bar: see the upper link

movement of units: A* pathsearch( [url]http://www.geocities.com/jheyesjones/astar.html[/url]) then apply a bezier (or catmull. catmull is more correct but bezier looks better) curve over the resulting path

selection: see the [url]http://www.lighthouse3d.com/opengl/picking[/url]

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