Screenshot of some Horse and Musket Action
Community Forums/Showcase/Screenshot of some Horse and Musket Action
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![]() This is using my generic battle system which I have been working on for some time now (since about February). It is 2 player turn based over network and I am developing the AI so that single player is a little more fun to play. |
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Sweet. Love the carnage in the last snap. Who will play that last guy standing when they make the movie? Arnie S., Bruce Willis? lol |
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looks good how did you get all those entities on screen at once |
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Looks really cool. I'm currently writing a 2D turn based war game so I know what problems you face with the AI! :) |
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Slenkar - those entities are actually a set of single surface quads. I use 1 surface per troop type. Quads are used for the infantry and cavalry, and models for the artillery. Quads are also used for the wheat fields, trees and smoke. The terrain is a mesh terrain not a blitz terrain, the buildings are basic models made in Milkshape. I guess still pictures can be a little deceptive when you are using sprites as opposed to 3d models for units. On my 500 Mhz PC I can have around 1500-2000 soldiers running around at once. |
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cool! I love this quad based epic stuff. |
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Excellent. Are the those cannons meshes or sprites? |
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The Cannons are currently placeholder meshes. I haven't decided whether to use meshes or sprites for the cannons yet. Most likely will use a mesh, probably make one tonight. |
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can't you make them sprite depending to distance to camera, and models once near enough? (I am only an artist.. ;) ) |
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To Bob3d:That would mean changing the code fairly heavily, which is not something I want to do at this stage and also the game is designed to run on machines with a minimum spec of what I am using (500 Mhz PC) and I have found that it cannot easily handle the number of models I would need to use if I were to use meshes as well as sprites for each soldier. |
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perfect, then. |
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looks good, |
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Great stuff Matty. I've been playing around with the GBS code lately (mainly watching the AI go at each other on various maps) and I have to say it's a nice system. It's definitely given me some tips on how to code data-driven games. |
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GNS - I have just uploaded the most current version of both my code and data/media, it may be found at: http://home.swiftdsl.com.au/~gezeder/lloyd/GBS_Update.zip This has a data driven AI as well as a few other features added in such as the ability to use MD2 models now as well as B3D and sprites for units. To run it in the IDE you will need to comment out one of the first few lines in module game() (only about 5-10 lines in there anyway), it refers to the application directory. Glad to hear you enjoy using it. |
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Wow, nice to see the Napoleonic stuff in action. Seeing the cavalry storm over a hill is just plain cool. |