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  1. - Top - End - #121
    Ettin in the Playground
     
    Domochevsky's Avatar

    Join Date
    Feb 2009
    Location
    Germany (North)

    Default Re: Challenge: Video Game Makers in the Playground

    isometric is probably the way to go, depending on how complex you want this to be.
    Mah Badges!
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    Hey, check out my site. (It has interactive comics, stories and coding efforts.)

  2. - Top - End - #122
    Titan in the Playground
     
    Tyndmyr's Avatar

    Join Date
    Aug 2009
    Location
    Maryland
    Gender
    Male

    Default Re: Challenge: Video Game Makers in the Playground

    First Week Status Update.

    Ashtar has made some progress on Towers of Ruin, screenshots above! Also, he submitted Persids, a completed game, guaranteeing completion of the challenge this month. Source listed above.

    SpectralPhoenix has made a random dungeon generator!

    I've been playing with minecraft. I've learned how to make custom blocks thus far...the goal is to get nice, thin blocks(think like snow) that are...tiles! I'm aware that this is more mod than game, but I'll include something that extends gameplay as well. Details to be determined.

  3. - Top - End - #123
    Barbarian in the Playground
     
    Ashtar's Avatar

    Join Date
    Jun 2007
    Location
    Switzerland
    Gender
    Male

    Default Re: Challenge: Video Game Makers in the Playground

    A mini-bump and a progress update:

    Tower of Ruin is advancing very slowly. I implemented the base rules (characteristics, skills, weapons, armour, attacks, dice rolls, damage, movement and hitpoints) for the game system. I also have room switching where I can have multiple rooms with exits to a new room and rooms can be larger than the screen because I've got very basic scrolling capability.

    Next step is to build the:
    Combat system, turn by turn list on side of screen
    combat system implementation (attack)
    combat system menu

    So that I have a real mini-demo to show. My guess is that will be it for the month. I'm focusing on Top-Down view while I get the rest of ToR sorted out and I'll get back to other rendering schemes later.

    Formulas for each type of map, if anyone needs them.
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    for (var i:int = 0; i < mapHeight; ++i) { //y coord
    for (var j:int = 0; j < mapWidth; ++j) { //x coord

    Square Map (Top Down view)
    Map: Tiles disposed by X = j * Width, Y = i * Height
    Mouse coords to tile: Xtile = Math.round((Game.mouse_pos.x - TILE_WIDTH / 2) / TILE_WIDTH)
    YTile = Math.round((Game.mouse_pos.y - TILE_HEIGHT / 2) / TILE_HEIGHT)

    Iso Map
    Initial displacement is to put the map far away from the edge of the screen
    InitialDisplacement = (mapHeight * TILE_WIDTH / 2);
    Map: Tiles disposed by
    X = (InitialDisplacement + ((TILE_WIDTH/2) * (j-i))
    Y = (TILE_HEIGHT/2) * (j+i)
    Mouse coords to tile:
    yTile =Math.round((2*Game.mouse_pos.y-(Game.mouse_pos.x - InitialDisplacement))/ TILE_WIDTH);
    xTile = Math.round((2*(Game.mouse_pos.x - InitialDisplacement))/TILE_WIDTH + yTile )-1;

    Skewed Map
    private const SKEW_OFFSET:int = 13;
    Map Tiles disposed by
    X = ((TILE_WIDTH - SKEW_OFFSET )*j) + i * (SKEW_OFFSET + 3)
    Y = TILE_HEIGHT*i
    Mouse coords to tile:
    yTile = Math.round((Game.mouse_pos.y - TILE_HEIGHT / 2) / TILE_HEIGHT);
    xTile = Math.round(((Game.mouse_pos.x - TILE_WIDTH / 2) - yTile * (SKEW_OFFSET + 3)) / (TILE_WIDTH -SKEW_OFFSET));

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