Play any RTS, and move a group of units to a spot at the same time. In most games, they will form into a block or shape, and walk together, usually marching together. Or, if you play some FPS games, sometimes the enemy soldiers (or your team-mates in a squad based game) will form into rows or even circular formations to attack their targets.
This can be slightly difficult to produce a similar 'effect' in GM games - it requires a bit of calculating, and even after accomplishing it, the code could be messy and also a minefield, blowing up if you make the slightest adjustments. This is what the GameCave Formation Builder is for.
With this engine/example, you can use scripts to create formations, applying x/y positions, angles, and whether various places in a formation is occupied or not - and all the scripts do the messy stuff for you.
Note: Read the game information before using - You can use the SHIFT button to place 'players' into the formation when playing the example.
GTVG - What you are playing is just an example of the engine. Their jumping has nothing to do with the engine itself, it's just the result of using a move_towards_point function. You're complaining about something that is not part of the purpose!
cranegames - This is an engine. What you play as the example shows an example of a basic formation, and how you can assign objects to entries.
GMmarine - Yes...? Don't use draw_circle, draw_sprite instead. You all miss the point, people.
-Rhys
#7
Posted by
RhysAndrews on January 31, 2007 at 11:27 pm
Well, I say it's a nice example. Who gives a care if it doesn't have good graphics? You should be able to add those yourselves! Good work.
#8
Posted by
Dr_Eechmen on February 01, 2007 at 12:11 am
Nice example, it really does work, the only thing i dont like about it is the 4 green circles are glitchy, but that's not the point. 7/10
Yay for lack of reading ability >_>
Do you guys even look at the code? It uses move_toward_point to serve as an example, that's why the dots are 'glitchy'.
Also, graphics are the least of the worries in an example.*coughGMmarinecough*
I think it's a well done example.
#10
Posted by
Arcalyth on February 01, 2007 at 07:04 am
I HATE people who just watch and think 'wtf?' followed by something like 'no use n00b shit'. LOOK AT THE CODE PEOPLE AND TRY TO UNDERSTAND WHAT THE PURPOSE OF THIS ENGINE IS!
I'll uprate this a bit.
#11
Posted by
sir Xemic on February 01, 2007 at 10:18 am
Exellent example.
The code was a bit hard to read. This line for instance:
code
if entry=false {form = objFormation_control.form_cross;
=> entry=i; entry_set_occupied(form,i,true); break}
Could have looked like:
code
if (!entry) {
form = objFormation_control.form_cross;
entry=i;
entry_set_occupied(form,i,true);
break;
}
You could have used constants for indexing the grid, like this: ds_grid_set(form,FORM_X_POS,i,i); instead of ds_grid_set(form,0,i,i);
This is of no relevance however, if you don't expect the users to read the scripts. I'd do it anyway, though.
I understand that
Quote
What you are playing is just an example of the engine. Their jumping has nothing to do with the engine itself, it's just the result of using a move_towards_point function. You're complaining about something that is not part of the purpose!
But
Quote
When you have players selected and you aren't moving they jump around.
is right. If you haven't proved that the example works then who's going to use it? I for one didn't even figure out that you had to move the mouse around for the thing to at least almost work, and if I hadn't read the code I would have though what a piece of garbage. Sorry, but it's true. You seem to have put some effort into this example so how hard can it be to write the few lines of code that makes it work. This is very pooly presented, and the presentation is an important aspect of a good example. Therefore "only" 7/10. It's well commented and easy to understand but things that could have been better was: code structure and the actual working "example" - as already mentioned. I would also have liked to see a formation being created based on where the characters where currently standing when they were "selected". I too understand that it wasn't part of your engine example idea, but it would have been sweet nevertheless and would have raised my rating. If those things were present I would have rated 8.5/10 (9/10).
Dammit why can't you rate when you delete + repost?
#12
Posted by
SpectreNectar on February 01, 2007 at 11:23 am
Brilliant. I think this deserves a 9/10.
Scripts are fantastic but the presentation could have been improved apon as others have mentioned.
#13
Posted by
NoodleNog on February 01, 2007 at 05:15 pm
selecting and stopping would have been a much, much better example and you wouldn't have to worry about giltchy dots :D
#14
Posted by
RawrSpoon on February 01, 2007 at 09:09 pm
9/10
Very nicely done! I am definitely saving this one on my HD. The presentation could have had a little more work (to prevent the annoying replies :)...which is why I had to take away a point)
I love the fact that you can actually create formations. Doing this allows me to create a file filled with different formations and load them in. Very nice, very portable!
You also commented the code thoroughly, which is a plus if anyone should need to edit/modify it.
Thanks a lot for the scripts :)
#15
Posted by
Carlos_Ramos on February 02, 2007 at 12:37 am