Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 i was thinking about the PMG for creating the 3d effect as well but havent come to a final conclusion. MK, can you make a mockup? Quote Link to comment Share on other sites More sharing options...
emkay Posted June 15, 2006 Share Posted June 15, 2006 i was thinking about the PMG for creating the 3d effect as well but havent come to a final conclusion. MK, can you make a mockup? I was trying to do so.... until I recognized that G2F hasn't the Edit Screen function anymore. What the heck..... Older version doesn't read the "new" G2F picture .... Perhaps someone explains to me, how to copy a char to every wanted position in G2F now. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 yup. i was wondering, too. but i was thinking its my brain that there never was an edit screen... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 oh... should have knew that i have to paste the tiles in iso on screen as well... and not linear like the dungeon map... Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted June 15, 2006 Share Posted June 15, 2006 In my game, it is not iso-3d, but the draw engine takes into account walking behind walls, columns, etc. The main hero is software character based, not PM graphics. The hero is 2x2 characters, and the draw engine checks the new placement by the following: There is a set number of characters out of the 128 which are tagged as "walk-behind" You can only really move N,S,E,W, so check each of the 2 new characters where the hero is going to move. For example, if you move right, then check the 2 characters immediately to the right of the hero. If any of the 2 new characters are labeled as "walk-behind", then do not draw the hero there. Draw the right 2 characters of the hero in this place according to these rules. Replace the current right 2 characters of the hero, with the left 2 characters of the hero. Check again for any walk behind chars. Now the hero has moved right one place. Not sure how this works exactly for ISO view, but it would be cool to have a 3D-iso view engine. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 (edited) ok... now after 6 hours i made little progress... attachted again a little demo boot turbo basic and load MAPPER2.TUB. let it run, after the READY prompt GOTO 5000. with any key the map scrolls to the right... in line 5 you can delete the REM and load a custom map, generated by the level generator but in bitmap format. i am little bit dissapointed as it seems harder to make a nice level out of the bitmap... any ideas, corrections etc welcome... TBASIC.zip Edited June 15, 2006 by Heaven/TQA Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 poooh..... it feels like i am studing again... http://www.gamedev.net/reference/articles/article744.asp what should i tell my sweet heart why i am spending so much time on something which does not make us rich... Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted June 15, 2006 Share Posted June 15, 2006 Ran it, got an error: ERROR- 130 ?DEV AT LINE 10 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 ? just downloaded the ATR and in atari800win it works? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 ah...of course it works at home change the "H2:" into "D:" i always forgot to change the path... Quote Link to comment Share on other sites More sharing options...
vdub_bobby Posted June 15, 2006 Share Posted June 15, 2006 Thanks, my BASIC debugging skills are (obviously) pretty weak right now. I should have been able to fix that on my own. Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted June 15, 2006 Share Posted June 15, 2006 So, do you use 4 characters for each iso-tile? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 at the moment i am using 4x2 for one tile... Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted June 15, 2006 Share Posted June 15, 2006 (edited) Ok. So, 4x2 screen character positions, but only 4 total chars from the character set or 8? Looks good BtW. Edited June 15, 2006 by Cybernoid Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 15, 2006 Author Share Posted June 15, 2006 4 because of the symetric test tile. but my draw method is completly different to the one described in the link above...which i am study right now... Quote Link to comment Share on other sites More sharing options...
Cybernoid Posted June 15, 2006 Share Posted June 15, 2006 Yeah, that makes sense. I was wondering if there was a way to use the horizontal scroll register to offset every other horizontal row of antic-4 characters by half a character and have this help the ISO view generation... but I am not sure it is helpful yet. -C- Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 16, 2006 Author Share Posted June 16, 2006 hscroll? uh... of course possible to think of wasing CPU cycle + extra logic... in meantime here is a more compact source: http://www.gamedev.net/reference/articles/article720.asp Quote Link to comment Share on other sites More sharing options...
miker Posted June 16, 2006 Share Posted June 16, 2006 OK, i wanna kill the Butcher! How's the progress? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 16, 2006 Author Share Posted June 16, 2006 progress so far... no assembler code yet written... (obviously). - level generator researches done - iso 3d engine researches done, next turbo basic version - dungeon name generator done (oops...it was a secret... ) - item/monster dropping researches done so... a lot of researches. but without you can not start... Quote Link to comment Share on other sites More sharing options...
pseudografx Posted June 16, 2006 Share Posted June 16, 2006 progress so far... no assembler code yet written... (obviously). - level generator researches done - iso 3d engine researches done, next turbo basic version - dungeon name generator done (oops...it was a secret... ) - item/monster dropping researches done so... a lot of researches. but without you can not start... Ok, so you are definitely decided to go for the iso-3d version? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 16, 2006 Author Share Posted June 16, 2006 PG, depends on how quick the engine will be in realtime and how the masking will be done and if the masking is needed anyway (s.o.) Quote Link to comment Share on other sites More sharing options...
pseudografx Posted June 16, 2006 Share Posted June 16, 2006 Here are two possible layouts in one picture. In the iso view we just see a battle with frightful skeletons in progress . Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 16, 2006 Author Share Posted June 16, 2006 looks good... i like both... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 16, 2006 Author Share Posted June 16, 2006 but the nasties should look more EVIL... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 16, 2006 Author Share Posted June 16, 2006 btw. if you can check http://www.ppcstudios.com/ancientevil.shtml are there more diablo-like games (not the rogue/hack/moria unix type of games)? (no PC full price games like diablo,sacred, titan quest etc...) Quote Link to comment Share on other sites More sharing options...
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