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Info on |
Yet unnamed RTS Project(c) 2006 by Tim 'Mighty Max' Seidel |
You can download the lastest snapshot here Don't expect too much, this project started on the 14th April 2006 and is in its early stage You'll need a FAT-device. This .NDS only start when the files are extracted either (a) to the CF/SD-cards root or (b) to the folder /ustrat Please let me know if you found bugs. GFX & SFX contributions are very welcomed Controls: - [SELECT] => Switch to map and build-mode - [START] => Pause switch - [L]+Touchscreen in playing mode => Drag the viewport around - Touchscreen in playing mode => Select and command units - Touchscreen in map mode => move viewport on the map or build new units Screenshot(s) running on hardware:
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I created some 3D renderings for the buildings/units. These should remove the pixel art in the long term :D
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[21.05.2006] * fixed a tree sorting bug introduced with the 20.05.06 version * modified guilayer->Close() to actually remove the layer from the gui (mem save) * fixed GE_TIMER not passing GUI on event * fixed: wrong stack & link register shown on crashdbg [20.05.2006] * speeded unit enumerating functions and reduced stackload + added first gui implementation for menu's * ip settings are no longer hardcoded + ip settings are now loaded from & saved to "net.conf" [19.05.2006] * fixed darkenscanline did randomly (wrong flag-check) not modify the first pixel [18.05.2006] + new map option VIEWPORT=(x,y) to set the starting viewport + added internal volume control for soundstreams (for upcoming options menu) + added internal volume modifier for all effects (max effect volume) + added custom gametimers (in preparation for time caused events) + new map option MAPNAME= + started to work on the hosting list [17.05.2006] * fixed all compile warnings (no more compiling spam :D ) * fixed a long searched error in the sorted tree. (possible invalid return of GetBrother()) + added more test functions to multiplayer test. (atm IP & Such are hardcoded according to my test environment) [16.05.2006] * fixed timing issues with streamed sound/increased the rinbuffer size * added more failure checks to streaming, new control functions (Stop,IsPlaying) * fixed a mode wrong wifi mode while scanning for APs * if the game finishes, the current sound stream is stopped (it endlessly looped the last cache before) + The multiplayer test should now be able to associate to any not wep-protected AP [15.05.2006] * each building unit can now only invest in one build at a given time. * if a routing fails after the way was blocked just infront of the unit, the unit ai waits 1sec till retry + sound streaming added. Any 11025Hz 16bit PCM mono WAV file named sfx/stream.wav will be played once on gamestart [14.05.2006] * fixed exception stack * fixed crash when IRQ appears walking through a sorted tree (Increased stacksize) [13.05.2006] + Added crash debuginfo, which prints out the registers content at crash situation (not including not terminated loops) + added (partitial) debuginfo on R+L+A+B keypress, showing the current SVC-mode location. (for detecting not terminating loops) * added diagonal directions to moving animations - found new restrictions to the routing algorithm, guess i got to change it later + added tank * buildings can now attack too. All buildings with a noticeRange set will attack * units will drop its target, when a dropRange is set, and the distance to its target exceeds this range [12.05.2006] * speeded up the no-route-to-target recognizing * fixed units using the wrong animation. Units allways faced the target, now they face the next steps location [11.05.2006] * updated some of the ingame gfx with the rendered versions * reduced the stack-load of .lst parsing functions * speeded the routing function a bit * fixed a routing crash * fixed a rout-failure when target or startpoint is marked as non-passable * buildings are not selected in multiselectings anymore [09.05.2006] * added unit-routing (yet releatively cpu intense) * fixed another mem leak (24Bytes per Frame) + added a debug mem output (bytes allocated for user/bytes in chunks allocated for malloc) [06.05.2006] * resource producing units * fixed a bug placing buildings with id bit0 = unset * modified gameTimer to allow it to be fastened/slowed-down at any time + added resource commands to .maps (STARTMONEY, ONEVENT GIVEMONEY) [04.05.2005] * changed movement command. The units keep their formation [03.05.2005] + added system independed unique numbers to units, allowing them to be addressed in multiplayer mode * made party colors flexible [02.05.2006] + added TERRAIN command to map for adding a single terrain image * fixed the (hopefully) last crash situation on dying units + created basic menu * fixed several problems on restarting a map * fixed several memleaks on a map cycle - restart of a map still hangs + added first network code (init & find AP) [01.05.2006] + new events: MAP_COMPLETE, PARTY_UNITS_KILLED, PARTY_BILDINGS_DESTROYED * it is possible to build building now * fixed an issue preventing a unit beeing able to build itself + added the building placement [30.04.2006] + added eventsystem + added gamemessages * fixed gametimer on map-load not getting reset + added eventcontrol to mapfiles + added WIN and LOSE [29.04.2006] + added basic font (bmp) support [28.04.2006] + added die & attacksounds to the units parameter list + added options to set animation for movement up/down + added new attack mode, self destructive attack + added new attack mode, spawn subunits + added new map load options (VISIBLE & BLOCKING) [27.04.2006] * speeded up AI Steps to once in a render instead of once in 150ms * fixed gametick counter * seperated different speeds on AI operations (move, attack, build) + added speed options to units.lst * fixed shadows * added a scout unit to test the build & params load [26.04.2006] + Units can build now units - removed old mode-indicator + added build pannel * fixed a but when a unit was spawned in place of another. (All other units disappeared) * speeded up scanlinecpy & shadowing functions. That about doubled the pixelrate (removed unneeded stack operations, used STR/LDR build in address writeback) * attack identifier is now shown at anytime (not just when the unit moves to it) + made maps loadable from file [25.04.2006] * Died units release the field they died (its passable again) + Auto Attck in idle mode (units begin to fire when an enemy moves into noticeRange) + Auto Attack on getting hit in idle mode - Removed modeswitch via L-key - Removed multi-mode + added dragging of screen (Hit L & drag the stylus to move the viewport) * removed a crash on AI commands set to dieing units. (which undid the remove as target command) * removed a crash in the ordered tree, when an entry was an half-followed child of root. * fixed the shroud displaying when the viewport was not 16 Pixel aligned * fixed displaying the shroud at odd lower borders * fixed glitch with target identifier when the target was fresh assigned * added more checks in the tree class (guess i have to redo this one) [24.04.2006] + Units can take damage now + units can die now (alltho they don't show a death animation yet) * fixed a bug with supercards (power init) * combined multiple-, singleselection and attack mode into one (drag = multiple, point hit on own unit = select, on enemy = attack, on free area = move) + added basic sound engine, testsound played at startup. [23.04.2006] + Unit direction indicator * the healthbar now actually shows the health * changed the healthbar framecolor to the partycolor * healthbar has now dynamical width + added enemy units * removed possibility to command enemy units * changed single unit selection method [22.04.2006] + Unittemplates load now from a file, instead of beeing hardcoded + added non-active parties to create world units, such as trees * extended collision to units occupying more then one field [21.04.2006] + Collision detection between units enabled. No routing around a collisions yet, unaccurate at field borders + Added "Pause" (hit START) * seperated animation & AI timer sources * fixed a drawing issue at the ends of a map |
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Due to german law i have to add an impressum: Impressum: Die Seite wird (privat) unterhalten von Tim Seidel Gartenstrasse 54 56064 Aachen Tel.: 0179/1075508 Mail.: seidelt@gmx.de |