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tr1p1ea
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by tr1p1ea » Fri 20 Jul, 2007 3:09 pm
Lol yeah 12x12 is a good size. But lets not hi-jack this thread ... its for kv's prototype after all
.
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driesguldolf
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by driesguldolf » Fri 20 Jul, 2007 5:21 pm
hehe, I never intended to hi-jack this thread
but okay, will this project only feature a graphics engine? Or will it also support gameplay elements? (Not that it will be a game, rather that it supports a bit more then solemy a graphics engine)
Liazon
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by Liazon » Fri 20 Jul, 2007 9:20 pm
tr1p1ea wrote: Looks cool kv83, and you've converted those tiles really well DarkAuron! Pity they are too big for an 83 game
.
EDIT - Here are some 16x16 ones - no credit to me, they are just DA's cropped or quickly redone smaller, only to see if things are half feasible at a calc res:
should be pretty good for 68k though
kv83
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by kv83 » Sat 21 Jul, 2007 12:37 am
I don't mind you guys "hi-jacking" this thread, as long as it's kinda related. And talking about a calc-port (port of what
) is related.
It will of course have gameplay elements. But first things first, eh?
merthsoft
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by merthsoft » Sat 21 Jul, 2007 1:14 am
We could use the 16x16 with xLIB... I'm'm'a do that...
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tr1p1ea
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by tr1p1ea » Sat 21 Jul, 2007 1:29 am
The height really needs to be divisible by 3, so 16x15 is better. It isnt completely necessary though, things still look ok with different heights.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
merthsoft
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by merthsoft » Sat 21 Jul, 2007 1:37 am
16x15 sprites... You make the xLIB, I'll make the game.
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kv83
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by kv83 » Sun 22 Jul, 2007 5:41 pm
I changed a lot on the code to draw the borders. I've also reduced the height of an block. Here is the result
Next are shadows
tr1p1ea
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by tr1p1ea » Sun 22 Jul, 2007 6:19 pm
Hey looks cool, you've grouped them up
.
Have you thought about making it draw isometric tiles, but in an onscreen map that is squarish? So that you can use the space outside of the 'diamond'?
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kv83
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by kv83 » Sun 22 Jul, 2007 10:01 pm
Hmmm. Yeah. Maybe i'll do that. You're right that it looks nice that way... i'll think about it.
kalan_vod
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by kalan_vod » Sun 22 Jul, 2007 11:02 pm
Looking better each time, I can just see this turn into a FFT game
..
kv83
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by kv83 » Sun 22 Jul, 2007 11:26 pm
Thanks. Though I don't think i'll ever make a FFT game
I could make the engine opensource though... don't know if anyone is intrested in it though
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by Halifax » Mon 23 Jul, 2007 7:35 am
I like those tiles that you just posted kv83. Especially the grass tiles. Keep up the good work. I wish I knew C# because CuteWorld looks awesome.
Liazon
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by Liazon » Mon 23 Jul, 2007 6:36 pm
much better cuz of the smoothness
kv83
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by kv83 » Wed 12 Dec, 2007 11:23 am
I got around to put some time in this. I worked a lot on the engine to make it more flexible, since a lot of things were now hardcoded. Every block is now an object which can draw it self to the screen (instead of a big method to run through an 3d-array (x,y,z) and draw a block if there is block on the current position).
Still don't really know what to do with it, but at least it's fun to program