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pseudografx

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Posts posted by pseudografx

  1. glad to here that some people out there like this little prototype...

     

    i am not sure if i uploaded this version with contains Cybernoid's animations...

     

    (PG...dont worry... i will not use this fonts for the "big game"... i am gonna stay with yours... maybe i just get the monsters and merge these 2 fonts...)

    It's great to see how much has been done in so little time. I don't really care how much of my graphics will you use, just use what you want :-)

  2. So... when 3.1? :)

    I am sorry to disappoint you all, but I am currently overwhelmed with work so ASMA has to wait some more. I'll do what I can to finish before August ends. I will let you know.

  3. Some time ago also the word "Trackmo" was in fashion.

    Trackmo is a demo that runs by itself as opposite to the original demos where the parts were loaded after pressing a key (usually a space bar or shift) :-) Nowadays most demos are actually trackmos - and sometimes you even can't distinguish where does one part end and where the next one begins.

  4. thats pretty cool.

     

    Thanks!

     

     

    Okay, this is a small update that fixes a few boundary conditions (like doors to no where) and has a few things in place to help it converge on an answer faster.

     

    I also added random item placement...

     

    dungeon3.zip

    Btw. is it possible to generate twice the same map? so that e.g. when returning to the preceding level you will get the same maze without the need to remember it completely?

  5. PG... i do not mean the raster 4x2 overlay over the picture but i would need the tile puzzles... ;) which you used to construct the whole scene. and i mean not the chars because i can load them into any char editor ;)

     

    but it costs time to look at the picture and assume f.e. how i can easily draw a wall... without puzzling the stuff together... as far as i see as an example... the wall consists 2x4 chars...

     

    this is important to know to define the rules how the mapper will paint the tiles correctly on screen...

    Ok, now I probably got your point, but unfortunately for the following few days I'll be busy with other work. Anyway, I'll get back to the graphics soon.

  6. you guys could do me a real favour...

     

    the PG gfx is set up in different tiles sizes, some 4x2 some 2x2 some 1x1...

     

    sorry... i am too tired to figure it out... i tried charpad and envision to quickly get the wall tile correct sizes...so they can easily repainted and pasted...

     

    i just see pixels in fron of my eyes... can some of you just give me the 4 different walls? just show me or mark them... simply i have to know the right offsets for the mapper... so i can adjust the routines for each tile (floor, wall1, wall 2 etc...)

     

    thanks a lot!

    Is this what you need?

    post-6830-1151358463_thumb.png

  7. ok. again 2 hours spent regarding the mapper. i have to admit that its far more complicated as it seems. so i will go back to start and will write the mapper from scratch together with the level generator... why?

     

    PG's tile set is not "generic"... what does it mean... you can not fit them into one rule... so the walls of a room have to be drew in a special way as f.e. the stairway etc etc... and sometimes we have 4x2 tiles sometimes 4x4 etc... (see the walls).

     

    so... if we knew these restrictions we should be able to write a level generator which paints the tiles under certain rules when he is generating the map... so later the mapper does not need to check against those rules. the mapper could be separated into different tasks f.e.

     

    - draw floor

    - draw walls

    - draw stairs

    - draw lava/holes

     

    etc...

     

    hope this can be made fast...

    The problem is that in ISO view you just can't use the char boundaries to build the scene. Therefore some corner tiles (like the floor/wall corner) have to influence both the floor tile and the wall tile.Sometimes even 3 or 4 tiles are influenced (even if the difference is only one pixel in one of the characters that build the tile). Perhaps there is some way to reduce such occurences, but I have yet to find it. Btw. generally my tiles are 4x2 in size.

  8. I tried to make some staircase graphics, but I realized that the stairs will overlay the floor, so again we have a problem with sprites/graphics priority. Anyone got an idea how to solve it? Perhaps to build the stairs into the walls. Or the stairs could only be in a corner.

    post-6830-1151171248_thumb.png

  9. the last one looks very good. now draw the NE yellow "top" side wall.

     

    btw. with round corners i mean like statue is on the edge between each side of the wall... ehm... ;) difficult to describe...

    I don't quite understand which wall should I draw :-)

    You mean the other "mirrored" wall ending?

  10. this looks really great... imagine lava animation which can be done like in Boinxx...

     

    the only thing is that from my point of view the corner of the wall cut looks not correct... imho. the angle does not fit.

     

    what about sacrifice some more chars to fix that?`

     

    otherwise i guess this could work.

     

    what angle do you think would be the best? to fill the whole black gap?

    btw. the lava animation could be also improved with simple colour register changes, so that it would look like it glows - in case that only the lava pools/streams use this colour, which is the case for the screenshot.

  11. PG... well done... the chars are defined really really clever... when turning them into char in G2F you see how a clever puzzle your dungeon is... :)

    Well I defined them in a clever way so that there is no need to use a lot of them.. I was myself surprised that the floor can only be constructed from one char :-) If you need some more special chars or junctions of different tiles, let me know.

  12. PG great work!

     

    have to check the new tiles with the actuall mapper.... stay tuned.

    Choose your favourite skin ;-)

     

    post-6830-1150901114_thumb.png

     

     

    Well... the graphics look nice. But the biggest fault is to make such "linearistic" graphics for a "diablo" style game.

    Of course, these are just first drafts. I will make the graphics a bit more "rusty" and "distorted", these examples are just.. well.. examples :-)

    Thanks for the suggestion anyway.

  13. wow... just a stupid question...how can you prefent the lava not to enlite the wooden floor? ;)

    That's simple. You go to your favourite hobby shop and buy a good thermal insulation to lay under the floor ;-)

    Isolating the acid/toxic waste is much more difficult though :)

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