I am so terribly jealous of the skill that notch (and Jeb!) have for world generation.
Someday I'll get there. But not today. =)
Saturday, September 10, 2011
Tuesday, May 31, 2011
tile edges!
So I've spent a little time coding the past couple of weeks and this weekend I buckled down and implemented tile edges. Please excuse the lame-ness of my artistic tile skills, that will get less contrived. Hurray!
Currently sand overlaps water and grass overlaps water and sand both. The hills and mountains already had a grassy texture of their own.
Making progress! It's looking a little more like a game and less... clown barfy. Still needs work though on some of the details.
Also added clipping for drawing the tiles to help with performance. May or may not matter though.
Also the new texture images:
More later.
Currently sand overlaps water and grass overlaps water and sand both. The hills and mountains already had a grassy texture of their own.
Making progress! It's looking a little more like a game and less... clown barfy. Still needs work though on some of the details.
Also added clipping for drawing the tiles to help with performance. May or may not matter though.
Also the new texture images:
More later.
Monday, May 16, 2011
Screenshot of tile rotation
A few things have happened since I last posted, but mostly it's been internal things. Tonight I have been working on TMX tile rotation and I think I have the cocos2d source working with rotated tiles! The only problem is the bottom-left anchor point rotates the tiles in an odd kind of way. I think I should be able to do some transformation to get this working correctly.
Wish me luck!
Wish me luck!
Thursday, April 14, 2011
is this blog dead?
You might think so. Hard to say for sure though.
I've been working since late december on slycrel: combat. It's been an interesting divergence into the world of TMX maps, atlas sprites, A* algorithms, height maps, and more.
Thought I'd post a picture for you to have a look at. From this atlas sprite:
We are creating a world that can look something like this:
You will notice all of the red tiles above are building blocks that can be used later. I expect once we start rounding out the edges of the terrain that these will disappear quickly, not to mention better/more varied graphics. The roads are the most recent addition with the path-finding and need work on displaying properly among other things. Tapping moves the player to the square tapped on as appropriate.
All in all it's a great start.
Additionally the water and snowy mountains are not passable, with sound effects. We are also working on a windowing system that will show text information as well when you collide with a monster. This will likely work differently later, but for now it's this way for testing.
Fun stuff! The best part of this is that I'm trying to make all fo this code reusable as much as possible.
I've been working since late december on slycrel: combat. It's been an interesting divergence into the world of TMX maps, atlas sprites, A* algorithms, height maps, and more.
Thought I'd post a picture for you to have a look at. From this atlas sprite:
We are creating a world that can look something like this:
You will notice all of the red tiles above are building blocks that can be used later. I expect once we start rounding out the edges of the terrain that these will disappear quickly, not to mention better/more varied graphics. The roads are the most recent addition with the path-finding and need work on displaying properly among other things. Tapping moves the player to the square tapped on as appropriate.
All in all it's a great start.
Additionally the water and snowy mountains are not passable, with sound effects. We are also working on a windowing system that will show text information as well when you collide with a monster. This will likely work differently later, but for now it's this way for testing.
Fun stuff! The best part of this is that I'm trying to make all fo this code reusable as much as possible.
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