Stone Kingdoms 0.4.0 (RTS)

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KayleMaster
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Stone Kingdoms 0.4.0 (RTS)

Post by KayleMaster »

Image

Version 0.4.0
An Open Source RTS game made with LÖVE based on Firefly Studios' Stronghold. Assets are property of Firefly Studios.

Download from itch.io (Game is 100+ MB so it doesn't fit on the forums anymore)
https://stonekingdoms.itch.io/stone-kingdoms-rts


Join us in Discord!
0.4.0 Changelog:
Fixed:
  • Units will no longer go through objects if they are placed after their path has been found
  • Units will sometimes not free up the last place they've been at
  • Fixed woodcutters getting stuck
  • Fixed shadows not rendering properly
  • Fixed units getting stuck when attempting to find the stockpile
  • Fixed crash on wheat farmer
  • Fixed orchard farmer not finding his path if orchards are placed too close
  • Fixed units walking through buildings
  • Fixed 1.5 GB memory leak
New:
  • Tooltips on main action bar
  • Settings are now persisted if you reload the game
  • Ability to pan the camera via mouse
  • Ability to pan the camera via right click
  • Press H to center view to keep
  • Debug view for objects and walkability (press V to toggle)
  • Skippable splash screen
  • Added walkable water tiles
  • Added food rationing
  • Added dynamic Scribe expressions based on popularity factor
  • Added wooden walls, walkable wooden walls, gates and wooden tower
  • Added ability to drag walls to build
  • Allow creating a woodcutter's hut for free to avoid locking yourself out
  • Added ability to destroy structures
  • Peasants now arrive on campfire based on popularity
  • Added ox tether
  • Added more camera options
  • Increase popularity based on food types eaten
  • Eat food types evenly instead of prioritising one
  • Added a basic stockpile UI
  • Added gold as a currency
  • Added market and ability to buy/sell resources (beta)
  • Added animation for when there's not enough workers for building or building is unreachable
  • Added hover effect for granary to switch between interior and exterior view
  • Highlight buildings which can be clicked using an outline
  • Added tax system
  • Added original slanted font
  • Added ability to change game speed from 0.5x to 10x
  • Added upgradable keeps
Link to the repository on Gitlab: https://gitlab.com/stone-kingdoms/stone-kingdoms/


Controls:
  • Zoom in/out with mouse scroll wheel
  • H to center view to keep
  • Move around with arrow keys or WASD or mouse
  • Press Escape to exit the game via the menu
Known bugs and issues:
  • If you want to load or start a new game, you will need to restart the application
Screenshots 0.3.1:
Image
Image
Image

Screenshots 0.2:
Image

Image

Image


Old 0.3.1 version:
StoneKingdoms-0.3.1-windows.zip
SK 0.3.1, Windows 64bit
(97.41 MiB) Downloaded 330 times
StoneKingdoms-0.3.1-linux-mac.love
SK 0.3.1, Linux/Mac with LOVE 11.4
(93.75 MiB) Downloaded 202 times
Attachments
StoneKingdoms.love
SK 0.1, for version 10.2
(14.72 MiB) Downloaded 561 times
Last edited by KayleMaster on Thu Dec 15, 2022 5:58 pm, edited 17 times in total.
KayleMaster
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Re: Stone Kingdoms 0.1 (RTS)

Post by KayleMaster »

I posted this topic earlier than I wanted, but there's a reason for it.
It's the end of the semester and I need to start job hunting, and I want to put this project on my CV, so that's one of the major reasons.

That being said because it's the end of the semester, the finals are starting and I need to focus on studying instead of developing the game.
So pretty much for the next month, you won't see much progress being made.
After that, it depends if I get a job or not. I'm not sure how much time I'll be able to put if I do, but I'll post an update here.

So if I do get the time, what would I be working on?
Well, I'm working on extracting Stronghold's art and fitting it in a single 8k texture page. This is pretty much done.
Every sprite needs to be named so later they can be mapped as animations easier. This is currently being worked on:
Image
There are about 18000 sprites so it takes some time.
Military units will need to be color masked which takes a little bit of time.
After that the animations will need to be made from the sprites' frames, this is easy but slightly tedious.

Oh, and you can find the source code here: https://gitlab.com/evgenit28/stone-kingdoms
Last edited by KayleMaster on Tue May 29, 2018 9:57 am, edited 3 times in total.
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Tricky
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Re: Stone Kingdoms 0.1 (RTS)

Post by Tricky »

I'm afraid I never liked RTS games (I must be honest), but I cannot deny, this definitely looks promising to me, and if I did like RTS games I would definitely try this. Keep up the good work ;)
KayleMaster
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Re: Stone Kingdoms 0.1 (RTS)

Post by KayleMaster »

Thanks, gameplay elements are not yet implemented but there will be a focus on Grand Strategy as well.
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Pebsie
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Re: Stone Kingdoms 0.1 (RTS)

Post by Pebsie »

Really happy to see that you're still working on this! It's looking real good.
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Nelvin
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Re: Stone Kingdoms 0.1 (RTS)

Post by Nelvin »

Please don't tell me you do anything at a scale of 18000 files in an even remotely manual way?
Write small tools/scripts/batchfiles to convert/pack/generate textures, uvs, create animtables and save them as lua files you can directly require and use in your game etc. etc.
KayleMaster
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Re: Stone Kingdoms 0.1 (RTS)

Post by KayleMaster »

Definitely.
I use TexturePacker to pack the files in an atlas, it seems the only one capable of packing them and not crash whilst doing it.
I used mogrify to batch crop every sprite and eventually to generate the color masks. And for the naming I just use windows' batch rename, works wonders once you get used to the hotkeys. The process itself would take less than a day, but because lack of time lately, I've been chipping away at 30 mins a day whenever I feel like it, which usually isn't often.
The files are more like 9000 because the extracting tool generates copies of each sprite, but I remove those with bash as well.
After that I'd need to write a tool to map the animations, that would be pretty straight forward.
KayleMaster
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Re: Stone Kingdoms 0.1 (RTS)

Post by KayleMaster »

UPDATE: 4.7.2018
So I've hit a few roadblocks with the assets, one of them being some assets' frames are missing color or have improper one, mostly military units. To fix this I have to extract the assets via a very tedious method. So far I've extracted 1/12.
Another problem was figuring out how to color the sprites. Since they're in a spritebatch I can't color them with a shader (well, apparently I can, but I don't know how), so here's what I went with:
  1. Use imagemagick to extract the colorized area

Code: Select all

convert *.png -fuzz 20% +opaque "#003399" -transparent white *.png
  • Use imagemagick again to extract the grayscale of said mask (one could probably chain these)

Code: Select all

convert -intensity Rec601Luma *.png -grayscale Brightness *.png
  • Crop with imagemagick only right and bottom side, so the offsets will be the same as original sprite, but still save up on some atlas space
  • Draw on top of sprite and set the color using SpriteBatch:setColor
The result:
result.PNG
result.PNG (2.43 KiB) Viewed 17454 times
Last edited by KayleMaster on Wed Jul 04, 2018 6:02 am, edited 1 time in total.
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Paz
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Re: Stone Kingdoms 0.1 (RTS)

Post by Paz »

I absolutely love the aesthetics. That may sound like sarcasm but really they remind me of a lot of strategy games from my childhood.
KayleMaster
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Re: Stone Kingdoms 0.2 (RTS)

Post by KayleMaster »

Updated to 0.2

New stuff:
- Add new asset files
- Add a little effect for the Tree when chopped
- Fix crash when a quad doesn't have an offset
- Add height map (used for the stockpile currently)
- Make stockpile walkable
- Granary is now functional
- Shown chunks now depend on the zoom level
- Change chunk logic to include chunks in the whole screen
- Fix quarry and mine not working when outside viewport
- Add Campfire
- Add Farmer
- Add Apple Orchard
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