Showing posts with label ingame. Show all posts
Showing posts with label ingame. Show all posts
Monday, June 10, 2013
Quick update on Java port
I'm getting there, and since I already have all the functions I need to draw things (I just need to port them) I don't really expect any trouble.
Sunday, June 9, 2013
Fully fake-3D rendered 3D world.
I'm pretty happy that I can report some more progress:
However, I am running into performance issues that I cannot properly address as long as I am using Game Maker.
The trouble is, I need to do a lot of math in Game Maker, whereas in Java I only need a few lines of code.
So I'll be busy getting the exact same thing to work in Java right now and then I'll be continuing from that.
Friday, June 7, 2013
Thursday, June 6, 2013
Build 2: Full rotation
Isometric? Check.
Fully rotatable over 360 degrees? Check.
Character movement? Check.
I think it's about time to call Indev version 0.02.
You may notice that the tile textures are gone, but that's because I'm still switching to primitives for drawing them.
But that's going to be in Indev version 0.03.
Wednesday, June 5, 2013
Implementing theory into the game
Sorry that it's taking a while, I am busier than expected with other projects.
However, that does not stop me from making progress with this one:
Still need to transform the tiles themselves, but I'm getting there.
However, that does not stop me from making progress with this one:
Still need to transform the tiles themselves, but I'm getting there.
Monday, May 27, 2013
Vertexes demo
Well, I got the drawing itself sorted out, as you can see:
It behaved exactly as I wanted it to behave, so minimum effort on this part.
The hard part now is calculating the grid nodes to draw the texture at.
It behaved exactly as I wanted it to behave, so minimum effort on this part.
The hard part now is calculating the grid nodes to draw the texture at.
Thursday, May 16, 2013
Build 1: Testing the isometric grid & explanation
So I managed to get some plain isometric game mechanics going.
This is just a quick tech demo, nothing extraordinary, but I plan on using the mechanics in the final game.
(which will be cross-platform btw, since I noticed there is one guy with linux viewing this blog as well. Blame Google's statistics.)
Meet L.A.G (Long Arms Guy).
It is a quick and ugly stick figure, but it's great for quick testing, since only enough effort to make things clear needs to go into the game.
LAG can move in eight directions on the grid of isometric tiles.
(The tiles themselves are isometric. I am still looking for a way to render square tiles transformed properly)
The fun thing is, if you try and control the prototype, the floor seems to move and LAG seems to stand still.
That's kind of right as well. The tiles move on screen, whereas LAG stays invariably in the center.
Now here's what's special: LAG is actually moving along a grid of square tiles, in the normal eight directions, whereas he seems to be moving along the isometric eight directions.
Here's the difference to illustrate my point:
And the grid is not even really a grid - it's merely an array of values, filled with "1"s to indicate grass:
[1][1]
[1][1]
So in fact, LAG is not moving along an isometric grid, but along indices in an array.
And still, it's displayed on the screen like it's walking through a proper (if a bit abstract) 3d world, all in less than 30 minutes of work.
As you can see, the development of the mechanics is going smooth.
This is just a quick tech demo, nothing extraordinary, but I plan on using the mechanics in the final game.
(which will be cross-platform btw, since I noticed there is one guy with linux viewing this blog as well. Blame Google's statistics.)
Meet L.A.G (Long Arms Guy).
It is a quick and ugly stick figure, but it's great for quick testing, since only enough effort to make things clear needs to go into the game.
LAG can move in eight directions on the grid of isometric tiles.
(The tiles themselves are isometric. I am still looking for a way to render square tiles transformed properly)
The fun thing is, if you try and control the prototype, the floor seems to move and LAG seems to stand still.
That's kind of right as well. The tiles move on screen, whereas LAG stays invariably in the center.
Now here's what's special: LAG is actually moving along a grid of square tiles, in the normal eight directions, whereas he seems to be moving along the isometric eight directions.
Here's the difference to illustrate my point:
And the grid is not even really a grid - it's merely an array of values, filled with "1"s to indicate grass:
[1][1]
[1][1]
So in fact, LAG is not moving along an isometric grid, but along indices in an array.
And still, it's displayed on the screen like it's walking through a proper (if a bit abstract) 3d world, all in less than 30 minutes of work.
As you can see, the development of the mechanics is going smooth.
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