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| 24 Aug 2009 09:46:30 pm by JoeYoung | ||
| well, I dunno. :/
maybe we can go forward in a turn-based direction? In any case, I won't quit the project until you cancel it. maybe we can come up with a breakthrough. I will, however, take the time to concentrate on my other stuff. |
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| 24 Aug 2009 11:30:52 pm by hotdog1234 | ||
| Thanks. I'd say definitely concentrate on your other stuff for right now. We'll probably end up switching some roles, where I program and you work on map sprites, but we can discuss it later.
As for the idea of turn-based strategy, while that is a good approach, there are several turn-based strategy games out there, but no real-time strategy games, hence, I'm trying to change that. I did find a breakthrough, but the game would run at 13 frames per second at most, and that's before all the programming aspects come in--plus, it's on a 15 MHz processor. But it's probably not going to take long for us to get going again...ASM is long, but I was surprised to find its not very hard once you get the hang of it. Good luck with your other stuff, in the meantime As for everyone else, I'll still be posting...I'm still planning the game aspects, and will probably start work on the engine sooner than I think. |
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| 27 Aug 2009 01:08:13 am by hotdog1234 | ||
| I did some more testing and found out that ASM has a lightning-fast speed of almost 10,000 8x8 sprites per second--probably more, since my code could be a little bit more optimized. So I'm definitely sticking with ASM. I am assuming that with ~ 10,000 sprites a second, I'll be able to do 30 fps with a tilemap and 6 sprites per frame even in code that is not fully optimized. I'm hoping for more than that (with what I might be doing campaign-wise), but we'll see about that
My next step is, of course, designing the engine, starting with a tile map. Metagross, I definitely encourage you to keep your priority on your other projects for the time being, since the engine will take a while. However, at your convenience, I do need some 16 x 16 and 8 x 8 tiles to test out my tilemap. Here's the deal: * All 8 x 8 tiles are non-isometric * Most 16 x 16 tiles need to be isometric, but some don't. I'll put a star next to tiles that need to be isometric. * If you have something that gives binary (or hexadecimal) data for tiles, I'll need that for each tile * There should be an 8 x 8 tile for every 16 x 16 tile (in other words, a big sprite and a smaller sprite) * I noticed that you did some sprite work by copying other sprites. You might want to look at some Starcraft maps to do just that. * There will be several terrains for maps, the one I need to test with is ice Here's the sprites/tiles I'll need for the test map I'm working on: Terrain boundaries (where you can't walk off the edge), corner boundaries, and snow for walking on * Kind of like this: [attachment=2762:9_Tiles_Example.JPG] Water tiles (Same idea) * Ice tiles (Same idea) * Mountain boundaries * 3 rocks (2 black, one white) 2 barren trees Crevasse tiles: horizontal, vertical, curves, and one intersecting * Kind of like this: [attachment=2761:7_Tiles_Example.JPG] 1 Icicle (From the ground up) 1 Tile with crushed ice * 1 Tile of white crystals (you probably guessed it--belthium crystals) Be aware that forming a wall with isometric tiles may require 2 - 3 tiles for some directions. If you need any guidance with isometric tiles (besides starcraft maps), one of my friends gave me this tilemap he was using before he quit an RPG game he was working on. Don't worry, I confirmed that you have his permission to use this as a guide. This will show how it may take more than one tile for an isometric wall. [attachment=2763:Eliminat...st_Tiles.bmp] |
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| 27 Aug 2009 06:32:06 am by JoeYoung | ||
| I've.... never done isometrics before :/
I'll see what I can do for tile design in a week or so, but beyond that, I cannot help much if you move to assembly. I'll prioritize with the 8x8 first and base the isometrics on it later. |
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| 27 Aug 2009 09:06:48 am by hotdog1234 | ||||
You know, now that I think about it, why don't you make all the tiles non-isometric. This has nothing to do with what I believe you can and can't do
*evil chuckle* Oh, you just wait until you see what I have in store for you when I'm finished with this engine...and it has nothing to do with assembly... |
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| 27 Aug 2009 09:19:51 am by ztrumpet | ||
| AAhhhhhhhhhh!!! An Evil Hot Dog!
Jokeing matters aside: This game is looking great! |
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| 28 Aug 2009 11:57:29 am by hotdog1234 | ||
| Work on the tilemap is progressing very smoothly...I must say that spamming comments has really paid off in the long run. There are going to be several maps and several different types of terrain, so I made sure to include that sort of information in the tilemap. In addition, the tilemap will be smooth scrolling, rather than scrolling in intervals of 16 or 8, this will accomidate the fact that most movement and attacking is done manually rather than automatically.
On the planning side, Metagross is going to be designing Belthium Crystals, the source of income in S.A.D. The harvesting method will be similar to that of Supreme Commander...rather than using workers, you use buildings to harvest. However, like most RTS games, there is no limit as to how many resources you can store, and you cannot build something if you don't have enough resources for it. A Mine is used to harvest. You can have four mines around a crystal deposit. This means I'm using one 16 x 16 tile for the mine, as a Belthium Crystal Deposit uses a 16 x 16 tile. [attachment=2767:S.A.D._Mine.JPG] How much a "Mine will mine" per second will be determined during balancing, but it will be a set interval per second. |
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| 30 Aug 2009 04:35:33 pm by Rebma Boss | ||
| Is there going to be some kind of map designer so that we can create our own maps? | ||
| 30 Aug 2009 04:44:29 pm by JoeYoung | ||
| sounds feasible, I guess. depends on how the maps are stored. I see no reason why not
btw, still working on those tiles |
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| 30 Aug 2009 06:13:16 pm by hotdog1234 | ||||||
Hmmm...Metagross, if I provide you with the data format, can you make a map-editor via Celtic III? My idea is to have all the tile data stored inside of an AppData file for the Map Editor to use. I'll provide more details if you are able to do the map editor. There is going to be a map-compiler for sure, if nothing else. The S.A.D. zip file will include a 16 x 16 tile map editor for PC designed by someone else, and an executable file that will turn the saved file into the format that S.A.D. will use. As a bonus, you will probably (but not for sure) be able to create your own tilesets to include with your map (partly because this makes map editing easier for us as well). Of course, this will make your map size a lot bigger, and with 10 or more tilesets available, there are probably not many people who will use it.
Great! Keep up the good work. My work on the tilemap is, for now, finished, so my next step is to work on the engine for moving units. Expect an animation of a Scouter sometime this week, if all goes well. Edit: Custom tiles will be implemented. Edit: Here is the first preview of the Scouter. The first animation is the Scouter rotating its arms around. A Scouter is one of the units that uses rotating turrets to fire with. This means that in combat, one must rotate the turrets using the keypad in order to fire in the right direction. The second animation is the Scouter walking in place. Of course, a Scouter can move, rotate the turrets, and fire at the same time. [attachment=2771:Scouter_Rotate.gif] [attachment=2770:Scouter_Movement.gif] |
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| 31 Aug 2009 11:59:16 am by JoeYoung | ||
| Sure I could. additionally, I need a list of the different tiles you need. | ||
| 01 Sep 2009 01:57:44 pm by hotdog1234 | ||||
Good, we'll cover that later. Oh, once you're done with the ice tiles, another low-priority thing I need done (low-priority because I don't need it in the next two weeks or so) is sprites for some explosion animations. Thanks! * I need sprites for a 16 x 16 explosion, and sprites for a 32 x 32 explosion * You're looking at 30 frames per second over a period of 1.5 seconds. Each frame needs a different sprite. It just means you can't use one sprite for two or more frames in a row, but you're welcome to come up with, for example, 4 sprites that repeat over and over during a period. * The explosion needs to start up, and die away during the animation. |
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| 01 Sep 2009 03:43:17 pm by JoeYoung | ||
| o_O
I need an ice tile? this is why I need a list :P and ok, I'll theorize about an explosion. |
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| 01 Sep 2009 03:54:00 pm by hotdog1234 | ||
| I gave you the list eariler...I guess I mean to say "Ice Tile SET"
But here's the list again. If you look eariler in the forum, you'll probably remember that I put up some guidance pictures. Terrain boundaries (where you can't walk off the edge), corner boundaries, and snow for walking on * Water tiles (Same idea) * Ice tiles (Same idea) * Mountain boundaries * 3 rocks (2 black, one white) 2 barren trees Crevasse tiles: horizontal, vertical, curves, and one intersecting * 1 Icicle (From the ground up) 1 Tile with crushed ice * 1 Tile of white crystals (you probably guessed it--belthium crystals) |
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| 01 Sep 2009 04:44:18 pm by JoeYoung | ||
| ok, sorry. NOW i can get to work on it |
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| 01 Sep 2009 04:50:52 pm by hotdog1234 | ||
| NP! Incidentally, what tiles were you working on when you said "btw, still working on those tiles?" |
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| 01 Sep 2009 09:11:32 pm by JoeYoung | ||
| ground, mountains, and water. I'll post them up when I finish with the list, cause they need some touching up. | ||
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