Results 121 to 123 of 123
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2011-09-08, 10:38 AM (ISO 8601)
- Join Date
- Feb 2009
- Location
- Germany (North)
Re: Challenge: Video Game Makers in the Playground
isometric is probably the way to go, depending on how complex you want this to be.
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2011-09-12, 07:14 AM (ISO 8601)
- Join Date
- Aug 2009
- Location
- Maryland
- Gender
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.
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2011-09-20, 08:24 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- Switzerland
- Gender
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.
Spoiler
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));