Heya guys, I figured I'd post a journal entry for just for the hell of it about my new rpg in development.
Tileset I
Tileset II
These are pictures of an interior of the first tileset, and the second is an exterior of the city in progress.
Game Preview
You can visit this link to see what the game can do right now. I'm currently just working to tweak many of the systems, as well as add new aspects to the game. I'll try to keep my journal up to date for you guys to view the progress of the game.
Devious Comments
I (goddessofmoon) have a new account, maybe you remember me.
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Musik ist die höhere Potenz der Poesie.
(Robert Schuhmann)
Musik ist höhere Offenbarung als alle Weisheit und Philosophie.
(Ludwig van Beethoven)
--
Who doesn't love poo?
"What day is today?
It's Michael's Birthday,
What a great day for a Birthday,
Let's all have some cake."
A happy birthday wish from a deviant that can't get enough of Futurama..
Enjoy your special day.
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blueslaad - Winamp Skinner
--
Who doesn't love poo?
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Who doesn't love poo?
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~Industrial-Heaven
www.versionfiv.com
I've download this Dev-C++ compiler by Bloodshed Software, which looks rather decent, but i'm not quite sure how to get the DirectX libraries to work with it.
I keep wanting to try out linux, i even have Mandrake 10 installed, but i have this obscure modem that doesn't have any Linux drivers, and running an OS without an internet connection is rather pointless.
I'm thinking i'll just go with pieces that are tile-wide and taller than a tile.
I've mailed 3 versions of what i've been doing.
Using the map editor when i have objects larger than that is a bitch, because then i would need to separate each object into tiles and pick each tile on the map to be a specific tile of the object.
Also it screws with the depth of each tile because the tiles are drawn by order and a tile that's closer overwrites a tile that is farther back.
I'm trying to think of a way to make it more comfortable, like having a text file that numbers each object and says how large it is and then i can draw it at a specific location.
One way i'm thinking of doing this is making the objects have their bottom tile as a base tile, so that they hide anything above the level of the base tile.
Another way is just defining an object as a whole so that i know which tile is blocked for that object and the like.
That must sound like alot of nonsense, i should send you my current version.
I'm currently trying to figure out a good way to implement higher-than-tile objects in my game.
Also, why do you hate C++?
I like it alot, much better than other languages i've played around with, like VB or Pascal...
It's not tile-based, is it?
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Chaos Inside me...
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blueslaad - Winamp Skinner
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blueslaad - Winamp Skinner
somehow your last name seems Hungarian... :S
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Alex
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Der folgende Satz ist ein Lüge.
Der vorige Satz ist wahr.
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The clock of life is wound but once
And no man has the power
To tell just when the hands will stop
At late or early hour.
Now is the only time you own.
Live, love, toil with a will.
Place no faith in time.
For the clock may soon be still.
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its soo hard to think of anything snappy to put in a sig. I shall leave mine unnsnappy.
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[link] - Pixel Stamps
[link] - Pixelart tutorials
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[link] - Pixel Stamps
[link] - Pixelart tutorials
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VS
______________
depthCORE
NULLSH
TECNOSH
RECEITAS
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Break the system and be free inside, to reach the goal and find peace of mind.
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