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Filtered Movement Maps Done

Filtered Movement Maps Done
Name:Scott Coursey 
Date Posted:Nov 26, 2006
Rating:Not Rated
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I found some time today and completed a piece of code that's been bothering me. My units display a grid letting you select their movement. There was a problem in that, if you had a line of enemies, the grid would extend beyond their logical barrier, as seen below.



With my fairly simple fix (don't you just love those "Ah-ha!" moments?) and just over 100 lines of script, I got the filter working just the way I want it.



It's just another step towards completion...

Recent Blog Posts
List:01/24/07 - Claude gets a makeover
12/30/06 - Finally, I can beat my game!
12/24/06 - My AI is so frustrating
12/22/06 - Progress on strategy AI...
12/17/06 - Gotta love scripts...
12/12/06 - My brain hurts...
11/29/06 - Raiders of Leeros pre-beta DEMO
11/26/06 - Filtered Movement Maps Done

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Kevin James   (Nov 26, 2006 at 01:42 GMT)
That looks like a creative game you're working on, Scott, keep us posted!

Tom Eastman (Eastbeast314)   (Nov 26, 2006 at 01:52 GMT)
Every time I see this game, I want to play it! Any chance of a demo?

Scott Coursey   (Nov 26, 2006 at 02:27 GMT)
@Tom: Well, I'm actually approaching the end of development for the Skirmish mode (still plenty to do, but that's mere icing on the cake (more units, special effects, etc)). The EOD is, of course, without AI. So, you'd be able to play 2-4 players on the same computer (Blue, Red, Green, and Black Houses) but they'd all have to be human-controlled.

I'll work on a little more tidying up, remove some debug junk, make a few maps, etc. I want to get a demo out soon, but I don't want to jump the gun on anything.

If you'd like to be included in some sort of a "closed pre-alpha", then shoot me an email and I'll get something set up for you.

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