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holgersson1988

Member Since 15 Jun 2005
Offline Last Active Jun 16 2013 08:35 PM

Topics I've Started

[GM:STUDIO] Fog of War

30 December 2012 - 02:18 AM

  • Title: Fog of War
  • Description: Fog of war tutorial for rts games
  • GM Version: GM:S
  • Registered: Yes
  • File Type: ..gmz
  • File Size: 544kb
  • File Link: http://www.holgersso...WarTutorial.gmz
  • Required Extension: No
  • Required DLL: No
  • Tags: RTS fog of war tutorial studio surface
Summary:
Video (19min)


How to make fog of war for rts games using a surface and only 2 objects. Not that complicated code with only a few rows.

/Holgersson Entertainment
Twitter: HolgEntertain

Terraform

16 December 2012 - 12:58 AM

Terraform is now available for free on Google Play: http://t.co/DueAdZpP



Here is a release trailer



Terraform is a turn based puzzle game where you Terraform planets to reach specific goals. Goals are reached by using tools like shovels, plants, asteroids, settlers etc, as well as controlling the weather. Planets consist of a grid of Hexagons, each hexagon represents a certain kind of terrain, like water, forests, deserts, lava and many more.

The first 30 planets are free and without ads, the rest are bought with in-app purchases as map packs of 50-75 planets. On each planet you get a rating depending on how effectively you Terraformed it, the scores from all planets accumulate and you can compare your skills with others online. Each planet also has its own highscore so you can see if others have managed to clear it in a simpler way than you did.


Starting as a young aspiring Geoengineer (Terraformer) at the Terraform University, you progress through your exam, your first job and eventually your own business.


I hope you check it out, it's free after all.


Thanks!

-Holgersson Entertainment

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Scan this to get to the Google Play page of Terraform

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What resolution are you developing in?

03 August 2012 - 10:30 PM

Hi!

I couldn't find a topic on this, sry if it already exists.
I'm making a game for Android and I'm developing it in 854x480 (landscape) which is the resolution of my Xperia Arc. This nice widescreen resolution is perfect for my game but how will it look on other devices? Especially on tablets!

Is it better to develop for a larger screen and let GM:Studio scale it down on phones? I thought that by using the smaller screen resolution I could keep the game size down a bit.

Thankful for any advice or thoughts if you have had any experience with this.

Cheers!

I want to draw outside the view

28 June 2012 - 02:28 AM

Hi I'm making a strategy/castle-defense game. Fortify 2 (Fortify 1)
I have a surface that's covering the entire room. In the draw event I want to "poke" holes in it to grant vision to units and light sources.
However as you can see on the minimap in the video below the lights that are outside the view are not being drawn. This is of course a problem.



I think this is somehow the graphics card not drawing the stuff outside the view. Which is good in most cases but not here.

Is there some way to override this effect?
I have tried setting the view dimensions to cover the entire room during the draw event, but it didn't work.

Thanks!
Holgersson Entertainment

mp_grid problem

06 May 2012 - 10:38 PM

Hi guys!

I'm making an rts experiment, and I want to be able to move many units (at the same time, in a group) on top of a wall without them ending up on top of each other and not on "solid" parts of the wall.

So when I right click to move I want to search my mp_grid to see if the cell I clicked is free, and then look around that point for places that the other units can go to.

For example, the code could look something like this

//Right click

//I need to find a spot for each selected unit, so loop through the list
for(i=0;i<ds_list_size(global.selected);i+=1)
{
    o=ds_list_find_value(global.selected,i);
    //this cellIsFree() is the function I'm looking for. If that cell is free then tell this unit to move there
    if cellIsFree(mouse_x,mouse_y)
    {
        setCellNotFree()
        o.moveToX=mouse_x;
        o.moveToY=mouse_y;
    } 
    //If it's not free I would check around that point for more free cells and they would each travel to their select square in the grid.
}

But looking at the mp_grid_* functions. I can't see a function to check if the cell is free or not.
There are mp_grid_add_cell and mp_grid_clear_cell that marks a cell as filled or not filled respectively, but how do I check what state that cell is in?

I hope I make sense and thanks in advance for any tips.

Holgersson Entertainment