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Awesome 2d Rts Engine (similar To Warcraft/strcft)


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#1 rude guss

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Posted 03 March 2009 - 02:23 AM

Have you ever played starcraft or warcraft, and thought - i wish i could make something like this -- well now you can!! the awesome 2d rts engine is: an awesome 2d rts engine that works just like starcraft and warcraft. simply plug in your graphics, modify the stats of your units and building, design spells and create your map. Then you have your own awesome 2d rts.

GM Version: Gamemaker 7/8 Unregistered! (GM8 Pro required for Multiplayer version)

Download: https://www.box.com/...ncolurxhqd3pnwo ( [GM8] v0015.0 Unregistered Version )
Download: https://www.box.com/...elwh6kx9005xujg ( [GM8Pro] v0017.5 Multiplayer Version - Uses Faucet Network Extension 1.4.2)
Faucet Network Extension: http://gmc.yoyogames...howtopic=498062

How-To Guide: https://www.box.com/...9kzbntbqtsxlvwv (v1.2 This is a text document that explains how to do basic things)

What it has:
(most of the basic rts functions of warcraft 3)
- A movement and selections system
- 8 directional graphical system
- Battle system (melee and ranged)
- 8 - directions attacking
- Awesome sprite and damage sync-ing - so it does damage when you want, when the blade hits the enemy!! easily customizable to suit your OWN sprites.
- Attack cooldown - You dont want you unit continusously bashing away.
- basic ai - if there is an enemy close by they will attack it
- resource gathering system
- up to five different resources (you can add more but..)
- automatic gathering (once you select the resource to gather it will return it to the town center when finished, then go back to gther more)
- 2 collection types (in warcraft/starcraft terms 1. mining [woodcutting/crystal collecting] and 2. collecting [goldmines/vespene gas])
- partially modular - most most systems you can delete, or replace with your own, like the movement system, minimap, fog of war
- unregistered fog of war!!
- minimap!
- ablity to create building
- buildings can create units
- building can set waypoints for unit to go to when created
- HUD
- you can make spells and skills fo units
- buildings can queue units
- Magic system - units can cast spells, with cast time and cooldown
- Ailments System - units can be stunned, silenced and more
- HOtkey system - you can easily assign buttons a hotkey
- Notifications System - Get messages to the user ridiculously easy.
- Health Bars on units now show up!
- flexible and customisable
** Multiplayer **
- Teams
- Different Player Colors
- Races (eg. Human, Undead, Orc...)
- Chatting to team mates and to everyone else
- Up to ten players (obviously you can add more but it will get very slow)
- Neutral units

(Australian date format dd/mm/yyyy)
8/1/2013 - Added Multiplayer and updated the How-To document to include details on Multiplayer. Multiplayer requires Gamemaker 8 Pro and Faucet Network Extension 1.4.2.
28/1/2012 - HUGE update!! Added: Notifications system, Spell cooldowns, Hotkey system, Ailments system (units can be stunned, silenced and more!!), Unit Health Bars, and improved all the object templates, for easier updating!! I added several of my own made spells: Chain lightning, chain-stun (target ally units), heal, and Area of Effect Silence (target ally units). I will also be updating the How-To guide soon as well. I've added more pics that showcase the new features so check them out. Also fixed plenty of small bugs.
24/1/2012 - Quick UPDATE!! Just realised the magic system was actually missing quite a bit of code, so i fixed that up for you guys. I also improved the movement system so that it looks nicer. Units no longer pile up on each other.
23/1/2012 - New UPDATE!! fixed a little bug with the fog of war (that annoyingly no one mentioned), and added a Magic Casting System. This engine is now pretty complete. All that is left for me to do is write up a little how-to guide, which will be coming very soon. ENJOIZZ!!
1/11/2011 - Just wanted to say hi! Show me some of the game you have made with my engine already! It has been 2 and a half years!
29/6/2011 - (v 0013.0 update) LAWL!! how long has it been? 6 MONTHS?? You guy have probably thought I abandoned this, BUT fear not! After NOT working on this for such a long time, i have updated it! This update is very different from the previous it has:
- updated fog of war
- unit build queue
- some other crap, which i forgot about
This is nearly done, i might implement a magic system and a hero system. after that, i just need to write a tutorial and it is done!
2/11/2010 - LOL!! >1200 downloads for v11.2 (or 2000 downloads in total!!) :D nice!!. Oh, by the way for those expecting the update, im not releaseing it until ive done a bit more work. sorry for getting you guys excited :/
10/9/2010 - okay, so i came back from gamemaker's block and fixed a bug that was stopping my progress. expect to see an update at the end of this month or the start of next month
7/2/10 - UPDATE!! - this has a few speed improvements and fixes most of the bugs found by stumlehb.
6/2/10 - OIIII!! my fully sick bro, stumlehb, has notified me of a bug in the 0011.0 engine verion - to fix it got to line 21 of the step event of "object_unit_tempplate" and simply ADD " || gathering = true". what you can see in the next update - computer AI (skirmish AI) - you know those computer contolled players in warcraft 3? well they're coming to my awesome 2d rts engine.
25/1/10 - UPDATE!! - this includes: HUD - with minimap, buttons, Fog of war, Buildings. this version is very near completion
17/1/10 - upon fixing a bug, the game now runs 1.5 time faster, then i downloaded gm 8 (heard it was faster) and gained another 2x speed increase. expect another update at the end of janurary.
2/12/09 - i just finished adding fog of war but its too soon to relase another version so itll be with the next one.


NOTE: nearly every thing that you need to modify, to suit your own sprites, can be located in the CREATE EVENT in the object called something like OBJ_UNIT_TEMPLATE, OJB_RESSOURCE_TEMPLATE or ONJECT ENEMY_TEMPLATE.
(most things you will need to edit will be in the create event of the object, and it has been commented)

pics - gathering in motion - http://img691.images...gatheringa.jpg/
fighting - http://img200.images.../fightingg.jpg/
buildings - http://i.imgur.com/OuGzH.jpg
unit queue- http://i.imgur.com/Fi4mI.jpg
magic system (casting fireball) - http://i.imgur.com/hCPi1.png
stunning and silence - http://i.imgur.com/nIkKC.png
notifications - http://i.imgur.com/KPNpW.png
chain lightning - http://i.imgur.com/UqUXI.png
multiplayer - http://i.imgur.com/0vw1e.png
multiplayer - http://i.imgur.com/FnE4r.png?1
(it looks a LOT better when you plug in your own graphics - ive had people send me a file including their own graphics and it just works so well - no extra codeing)

Downloads - (History)
version 0017.5 [GM8Pro] - https://www.box.com/...elwh6kx9005xujg (Latest Multiplayer version)
version 0015.0 [GM8] - https://www.box.com/...ncolurxhqd3pnwo (Latest Unregistered Version)
version 0014.4 [GM7] - http://www.mediafire...q4bgia8mbzimmow
version 0013.4 [GM7] - http://www.box.com/s...na0rk09e0o3avlp
version 0013.3 [GM7] - http://www.box.com/s...3exlgbhizkbiii6 (<- This on has an incomplete magic system.)
version 0013.0 [GM7] - http://www.box.net/s...qgcj978aiuv1ztb (1000+ downloads :D)
version 0011.2 [GM7] - http://www.box.net/shared/6edphh9onp (:o its reached 2600 downloads!! yay)
version 0011.0 [GM7] - http://www.box.net/shared/sjs4scq11k
version 0002.8 [GM7] - http://www.box.net/shared/ft6huqbmm6
How-To Guide 1.0 - http://www.box.com/s...i8288opyoz9hdkk
How-To Guide 1.2 - https://www.box.com/...9kzbntbqtsxlvwv

any questions, please ask or even just message (PM) me!

Thanks and good luck with your own RTS games

Edited by rude guss, 08 January 2013 - 06:53 AM.

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#2 mortalpico

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Posted 03 March 2009 - 09:10 AM

Nice Source man ive bin waiting for this one!Its looks like SC 1 & 2!

THNX!
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#3 rude guss

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Posted 03 March 2009 - 09:51 AM

Thanks it was starcraft that inspired me to make an rts, But remeber that it will only help you start, you have to do alot of work if you wnat an rts that works.
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#4 mortalpico

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Posted 03 March 2009 - 09:03 PM

Yeah i know that but THNX!!!
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#5 stumlehb

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Posted 17 June 2009 - 09:42 AM

awesome..

thanks for posting this, I think I'll try plugging my graphics into it and mess with it a bit..

Edited by stumlehb, 17 June 2009 - 09:44 AM.

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#6 rude guss

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Posted 21 June 2009 - 09:46 AM

Thanks for the relpy. Anything specific you want me to add or explain??
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#7 stumlehb

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Posted 22 June 2009 - 05:49 AM

Thanks for the relpy. Anything specific you want me to add or explain??

yeah...

it would be awesome if you made the object5 unit which has the AI so that it would support multiple angels of movement.. I mean so it would use a different sprite when walking north and when walking northeast etc., just like the user controlled units .. also.. if you could add a combat system.. so that units can attack and die or run away when severely injured.. and shoot arrows so that a different sprite is used for the arrow from each angle of attack. and so that computer controlled units would attack your people and buildings.. have health points as well as armor points and recharging mana for spells..

also include some sort of inventory system so that units can hold items like armor or other upgrades, as well as keys to doors.. and have special items like spells which could be used as attacks.. and the ability to rescue units.


basically I'd like it if you could upgrade the engine to function like warcraft 1 or 2..
I'm not concerned about multiplayer abilities though. I'm more concerned about the combat system than resource gathering.. so think of the warcraft 1 dungeon levels.. but maybe with some enemy spawning locations like in gauntlet..


I'm using the unregistered version of GM 7 but will purchase GM8 when it is available.
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#8 rude guss

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Posted 22 June 2009 - 09:39 AM

Thanks for the relpy. Anything specific you want me to add or explain??

yeah...

if you could add a combat system.. so that units can attack and die or run away when severely injured.

I'm using the unregistered version of GM 7 but will purchase GM8 when it is available.


don't worry i'm sticking with unregistered incase gm 8 doesnt come out soon (I havent been on here for 3 months, so i have no idea whats happening with gm8) .I took a look at your thread and i guess I'll start with the combat system since it seems that your game is combat based. everything else you asked for could probably be done easily so i will start with the hard things first. i'll keep you psted on my progress.

by the way your sprites are insane.
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#9 mortalpico

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Posted 22 June 2009 - 10:05 AM

Please Remove Your Rude And Behieveor (srry for grammar.)
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#10 stumlehb

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Posted 22 June 2009 - 06:07 PM

Thanks for the relpy. Anything specific you want me to add or explain??

yeah...

if you could add a combat system.. so that units can attack and die or run away when severely injured.

I'm using the unregistered version of GM 7 but will purchase GM8 when it is available.


don't worry i'm sticking with unregistered incase gm 8 doesnt come out soon (I havent been on here for 3 months, so i have no idea whats happening with gm8) .I took a look at your thread and i guess I'll start with the combat system since it seems that your game is combat based. everything else you asked for could probably be done easily so i will start with the hard things first. i'll keep you psted on my progress.

by the way your sprites are insane.



awesome.... thanks.. keep in mind that the attackers should display a different animation for each angle of attack, so that attacking north would be a different sprite from attacking northeast... and arrows, dragon breath, and catapult fire, etc. would be displayed from a different angle as well, depending on which angle the attack was made from.. and thanks for the compliment on the sprites..


Would it be difficult to have multiple levels of height like in X-com? I'm intending to have buildings the same scale as the people, so they can enter, and it would be nice to have multiple stories in a building for which the view could be toggled.. I'd like walls to be destroyable so that a person could destroy a wall on a second floor building and then step outside the hole they've made, and fall to the ground receiving a little bit of damage from the fall.. are you familiar with x-com?
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#11 rude guss

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Posted 30 June 2009 - 12:27 PM

I have just finished a battle system. Check the first post for download and details.

i'll say this again, i used a totally different engine that I made so i dont know if you'll be able to put it in to my older engine.

i'll get to ranged attacks soon, anyway its next on my list.

about x-com, i heard of it but ive never played it. And about what your asking, it sounds very difficult, as i have no experience at all in isometric height, but you should be able to easily find a forum member with exp or example/tutorial on what you want to do.

Good luck with your project.

I have a goal; To Create a fully functional and complete basic RTS Engine + A demo to go with it shocasing what you could do with it.
I have one question - Will i be able to do it??

Edited by rude guss, 30 June 2009 - 12:30 PM.

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#12 rude guss

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Posted 30 November 2009 - 01:05 AM

I have just finished and added a resource gathering system to my engine

see the first post for more detailed information, pictures and a download link

Edited by rude guss, 30 November 2009 - 01:05 AM.

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#13 stumlehb

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Posted 02 January 2010 - 07:51 AM

I have just finished and added a resource gathering system to my engine

see the first post for more detailed information, pictures and a download link


nice to see you're still working on it. I have a few changes to request:

1. Would it be difficult to change it to a grid type of movement or check for more collisions, so that only one unit can occupy a single space at one time? I'd like to see the people not walking on top of each other when walking in groups.

EDIT: nevermind, I've figured out how to solve this.. very simple.. just made the unit solid, and added "area_size = 0;" to the create event of the units.. seems to work.

2. I like the fact that the units spread out when they get somewhere, since that is better than having them stand on top of eachother, but the green lines showing the movement paths probably shouldn't ever be drawn. Note: if walking collisions or a grid system were used, then the units should return to their original formation

EDIT: thanks for the PM explaining where to fix that.

3. Could you also add death sequences, so they don't just disappear when they die, and then the corpse needs a rot sequence, in which the level of decay will affect the type of undead produced by necromancers.. (fresh = zombie, skeletal = skeleton)

4. I'd prefer if the tree stumps wouldn't be gatherable.

5. I would like the attack/harvest animations to only cycle through their specific sprite animation, and NOT revert back to the standing sprite after every cycle.

6. the resource gatherers should enter the townhall and goldmine when picking-up/dropping-off stuff , and have an adjustable time to stay inside.

Edited by stumlehb, 04 January 2010 - 12:49 AM.

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#14 MrJeeves

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Posted 11 January 2010 - 05:12 AM

I used your engine as a base for my new rts Midaeon. I've changed nearly everything but it was the best example I found for starting a game on. Thanks so much for getting me started.

I can't wait to see the FOW system, I've had some ideas for one, but have been working on another part of the project.

Thanks again.
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#15 rude guss

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Posted 16 January 2010 - 07:31 AM

thanks for showing interest in my engine

id also like to thank you for showing me you game because it has motivated me to make my engine so good, that it makes yours look like crap. this is good competition. before i had seen your game i really couldnt be bothered to complete this engine, now i have a reason to.

Edited by rude guss, 16 January 2010 - 07:35 AM.

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#16 Schyler

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Posted 16 January 2010 - 12:28 PM

thank you for showing me you game because it has motivated me to make my engine so good, that it makes yours look like crap.

Can't show some mercy in your wording? That sounded a little harsh to me...
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#17 MrJeeves

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Posted 16 January 2010 - 06:04 PM

thank you for showing me you game because it has motivated me to make my engine so good, that it makes yours look like crap.

Can't show some mercy in your wording? That sounded a little harsh to me...


no harm no foul :P

'sides, he's gonna have to work his butt off :P
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#18 jackyboyhenry

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Posted 17 January 2010 - 01:41 PM

great engine! basing it on my game :D
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#19 rude guss

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Posted 18 January 2010 - 04:57 AM

dont start too soon! i have an update coming soon which will be a nearly finished version.
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#20 LazyBuhdaBelly

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Posted 18 January 2010 - 05:47 PM

Gah, I already started my game.
I like the engine, yet you wouldn't even recognize it.
Thanks for getting me started. I just game back from a Game Maker drought.
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