Use this >> https://turbowarp.org/559165352?clones=Infinity&limitless M is hotkey'd to move order build 10 marines to win (you will have to invade the base below you to get enough minerals) There is a joystick at the bottom right if your on mobile
Ui elements made by @Banzed Sprites from ultimate starcraft sprite pack by @halofancy12 Uses Random tile scrolling engine. by @My-life-for-aiur Uses Pathfinding by @Linop v0.1 ⁃added basic rts v0.2 ⁃added unit facing v0.3 ⁃added collision v0.4 ⁃added mineral mining v0.5 ⁃fixed collision ⁃added unit costs ⁃added supply depot ⁃added mission breifing v0.6 ⁃added supply ⁃added enemy ⁃added queue ⁃added terrain fixed marines turning on eachother v0.7 ⁃added isometric cliffs ⁃added comsat station ⁃added zerg hatchery ⁃added path finding v0.8 Update [May 20 - May 26] ⁃Fixed Pathing ⁃Fixed Mineral mining ⁃Fixed shooting at holograms ⁃Fixed broken queue construction ⁃Fixed Comsat Construction ⁃Fixed Supply not updating ⁃Changed how flags are stored ⁃Made unit data editor ⁃Fixed selection to be less annoying ⁃Fixed supply depos being able to build bug v0.9 Update [May 27 - 30] ⁃Fixed build still showing up when queue is full ⁃Added a bucket fill algorithm for tiles ⁃Made it impossible to move onto unwalkable tiles ⁃Changed how units are made ⁃Made scv automatically find new minerals after mining ⁃Made map editor able to make levels ⁃Made a helper function that adds new unit data inputs ⁃Added a main menu ⁃Made the description show hp ⁃Increased AI Attack Time v0.9.5b Update [April 14] -Fixed a bunch of bugs v0.9.6b Update [April 15 - April 16] -Fixed more bugs -The game is now beatable, used to be unbeatable due to it's own bugs. -Added music back in -Added AI back in v0.9.7b Update [April 22] -Fixed pathing -Fixed the last batch of bugs v1.0 Update [April 22 - April 23] -Added fog of war -Added brushes and terrain ramps -Importing maps is now easier ### Solution for the unit pathfinding lag: Make it so that every time a unit is moving it gets added to a list of moving units that don't know how to get to their destination(one for every player). Every frame a unit in that list gets pathfinding calculations, the game runs at something above 20 frames per second so it should be more than enough to find all paths in 20 frames.