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puzzler2018
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Posted: 13th Feb 2019 22:42 Edited at: 17th Feb 2019 20:12
Populous Original Remake Coming soon

called God Wars

Maybe 3D version too - we shall see


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puzzler2018
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Posted: 13th Feb 2019 22:49
Where are the gods and enemies In AGK
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puzzler2018
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Posted: 13th Feb 2019 22:55
Freebie


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fubarpk
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Posted: 14th Feb 2019 00:14 Edited at: 14th Feb 2019 00:18
been working on a method of moving around an isometric map




think using isometric sprites could add a frame around it that covers up the imperfection


can currently move left to right on map but have commented my attempt on moving on the y axis
fubar
puzzler2018
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Posted: 14th Feb 2019 07:12
Thanks that looks cool. Will take a better look after work x miles better than my version
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fubarpk
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Posted: 14th Feb 2019 07:38
Thanks its nothing too exciting just uses a isometric tile which could be changed as required to a built up bit of land building etc
just need to figure the up/down movements. I think proper 3D would be allot easier tho. Just thought ide have a go at isometric
tile approach
fubar
puzzler2018
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Posted: 14th Feb 2019 08:44 Edited at: 14th Feb 2019 08:45
That's alright. We can try either way., 2D sprites converted to 2.5D or 3D with this one. Depends if we can get any nice assets from anywhere to create the land. Or materialise a plane with a grass texture and if going up or down for hills then change that colour of the vertex to a brown color to look like dirt x and change vertex positions to join each slab to each ither


I have a look at something tonight
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fubarpk
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Posted: 14th Feb 2019 08:50 Edited at: 14th Feb 2019 09:15
cool

don't really need the map/sprites to wrap around just to move
and could use a placement editor to create the maps. think kenneys tilesets
are designed so as they can be replaced with a higher piece of land etc at same
location by just switching the sprite
fubar
Green7
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Posted: 14th Feb 2019 09:27 Edited at: 14th Feb 2019 09:31
Looks like it is a thing.
http://www.reprisaluniverse.com/
puzzler2018
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Posted: 14th Feb 2019 10:05
Excellent concept fubarpk. Thanks green7. That site as some impressive examples and ideas
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puzzler2018
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Posted: 14th Feb 2019 10:10
https://www.kenney.nl/assets/isometric-prototype-tiles


Nice...
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puzzler2018
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Posted: 14th Feb 2019 12:57
Im going to invest in this https://itch.io/s/6789/kenney-bundle

Got some amazing Isometric stuff in for this
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Cliff Mellangard 3DEGS
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Posted: 14th Feb 2019 22:24
Populous is a great game and i got it recently for my megadrive.
Have you checked megolomania or whas it megalomania ?

Veri simplictic and fun strategy game.

Looks terrible when you watch videos of it but great fun to play.


You fight warlords on islands and research weapons and attack each other.
fubarpk
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Posted: 15th Feb 2019 02:54 Edited at: 15th Feb 2019 02:55
If you do decide to invest in kenneys pack
The 3D models are great but are coloured in the mtl file and hence don't include a texture

Im not one for reinventing the wheel and blink has a fantastic free program that rewrites the model
and saves a very small minute texture for the file. https://forum.thegamecreators.com/thread/223393

Just if you use the tool make a copy of the files you want done to another folder with their mtl files
and run blinks tool you then will have small textures that will suit all of thye models placed in your
folder
fubar
puzzler2018
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Posted: 15th Feb 2019 16:46 Edited at: 15th Feb 2019 16:47
Come on puzzler - get some motivation
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fubarpk
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Posted: 15th Feb 2019 16:55
Inspiration can be hard at times hence why I created the list of classics people would like to bring back to life
some great inspirational classic games there already shared by many.

fubar
puzzler2018
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Posted: 15th Feb 2019 17:36 Edited at: 15th Feb 2019 18:10
Thanks and yeah there is some cool stuff on there already.

Im fighting with myself as to how we can acomplish this one.

Maybe perhaps making use of what i have done before but much on a grand smaller scale



Let me have a play around

We need to build something similar to these


Either in 2D or 3D boxes with the vertexs aligned to the adjacent cubes height

Need to have a think
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fubarpk
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Posted: 15th Feb 2019 21:30
That works great

Really think populous used isometric tho so the tiles were just spriteimages changed to higher or lower tiles
more clever trickery but i could be wrong and it wouldnt hurt doing it as a 3D object
fubar
blink0k
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Posted: 15th Feb 2019 22:04
Saw this the other day. Bit like the road maker on steroids fubes.
There is the grass texture and they use an edge texture that is blended with the grass texture

This is the blend mask

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puzzler2018
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Posted: 15th Feb 2019 22:05
Thanks bud.. Ill watch contently
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fubarpk
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Posted: 15th Feb 2019 22:13 Edited at: 16th Feb 2019 01:26
It may just work like this
http://users.tpg.com.au/subarpk/Populous.zip

That's awesome Blink
fubar
puzzler2018
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Posted: 15th Feb 2019 22:18
YEP - I agree.

Awesome programming - think we can work with this..


Get back to sleep bud...

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fubarpk
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Posted: 16th Feb 2019 01:28 Edited at: 16th Feb 2019 08:24
I just uploaded a more later version still something just thrown together
as you can see the images could be drawn a bit better to suit
but clicking the mouse changes water to land then land to highland and finally a building exists
http://users.tpg.com.au/subarpk/Populous.zip



need the images in the above zip, figured out why moving map on the Y axis doesn't work as expected it kinda does now but its the sprite drawing depth
fubar
fubarpk
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Posted: 16th Feb 2019 08:26 Edited at: 16th Feb 2019 23:30


just need a routine that sets the depth of the sprites for the map relative to the their height ie top row drawn first
then some decent media and working buttons etc
fubar
puzzler2018
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Posted: 16th Feb 2019 08:44
That looks good

Are you working with 3D planes or 2D sprites here..

Let me try and work with you
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fubarpk
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Posted: 16th Feb 2019 08:50 Edited at: 16th Feb 2019 08:53
2D Sprites
ive uploaded the zip file


you could work out the algorithm for the drawing depths of the map tiles
the bottom tile has to be infront of the tile above
then may need to adjust the y moving algorithm slightly not sure
fubar
puzzler2018
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Posted: 16th Feb 2019 08:52
Ok cool - ill take a look and see what can acheive today
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fubarpk
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Posted: 16th Feb 2019 08:59
cool will wait and see what you can do with it

If were happy with the tiles size etc I could try and make some more. that frame graphic is bad lol chopped
from a video and edited badly just wanted to give the feel of populous. Might be able to get someone with
more graphic skills to create a better better frame and tiles. Im cutting and pasting from kenneys tileset in
his first set atm really just wanted to see how workable isometric can be

Lots to do I figure get working buttons movement etc the AI will be the hardest I think as the AI players army
grew
fubar
puzzler2018
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Posted: 16th Feb 2019 09:05
and awesome tiles too, cheers.. Ill try an get the map sorted by placing the tiles correctly, making note of the heights of surrounding sprites by making use of the north,south,east,and west tiles first and lifting and lowering the tiles in a fashion

this will be a programming feat to start with.

Report back soon...




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fubarpk
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Posted: 16th Feb 2019 09:15
Awesome !!!

its more the sprite depths I believe
they are all the same width so the width dont matter
but because they vary in height if the top row draws first then it draws over the second row
so need some solution to that. (look for the simplest)

took me a bit to work out why that was happening but it needs some kinda routine
that somehow
sets row 1 depth 10
sets row 2 depth 9
sets row 3 depth 8
etc etc

then may need to adjust max y positioning in the move function

just some explanation/pseudo that may help. I left that cos was hoping some short solution would jump into my head lol it didnt

Goodluck !! looking forward to what you can do with it. Im chilling to music atm had my usual lazy saturday lol

fubar
puzzler2018
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Posted: 16th Feb 2019 09:47
Just some knowledge for thought

http://clintbellanger.net/articles/isometric_math/
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fubarpk
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Posted: 16th Feb 2019 10:28 Edited at: 16th Feb 2019 10:31
awesome !!!

I had a walk and thought ide have a quick go at the depth sorting now it sets the sprite depths properly not a very clean way of doing it I think
but it works



Definitely done for the night
fubar
puzzler2018
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Posted: 16th Feb 2019 10:51 Edited at: 16th Feb 2019 10:52
Im very sure that will work indeed, but there is a few images missing for us, like frame.png and a few grounds.png

Just downloaded - https://www.kenney.nl/assets/isometric-landscape

and now im going to have a field day with these + we would need some corners too

Catch up later on with my version
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fubarpk
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Posted: 16th Feb 2019 11:07

Quote: "Im very sure that will work indeed, but there is a few images missing for us, like frame.png and a few grounds.png"

cool I updated the file
http://users.tpg.com.au/subarpk/Populous.zip

Quote: "and now im going to have a field day with these + we would need some corners too"

think i used dif ones but that dont matter much i have noticed he isnt consistant in the sizes amongs packs so that may cause some issues
as the ones i used were 132 pixels wide. If you bear that in mind that should help allot

I created all of them bar one from one of his images and found that if the tile was going to be bigger in height that was fine i could increase
the canvas heights of individual sprites that wasnt a problem but then in your 2D editing software the pic had to be offset so as it would match
the others. IE if you wanted to have it 8 pixels higher then rescale the canvas (centred image) 16 bixels higher and move the image 8 pixels up in your drawing
software. I hope that makes sense

Curious to see what you can do if the past has anything to do with it it will be great

Il leave you to it lol i should get some sleep lol just wanted to guide you with what i learned from using kenneys isometric packs

fubar
chafari
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Posted: 16th Feb 2019 16:28
Hi there.... just tested Populous ...looks nice . About the isometric moving...isn't it bettert to use ...


Cheers.
I'm not a grumpy grandpa
puzzler2018
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Posted: 16th Feb 2019 16:58
Here is my version



Please use the images into the Media folder


Use cursors to move around

Left click to raise -

This is no way finished but ive had enough for today - carry on tomorrow
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fubarpk
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Posted: 16th Feb 2019 17:23
looks good
Those old programmers on them 8/16 bit computers certainly had some tricks up their sleeves
fubar
EdzUp
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Posted: 16th Feb 2019 17:32
Back in the day to get height on the iso tiles it was just subtracting the height needed from the y position of the tile so if your tiles are eight pixels high (ground height not pixel height) we subtracted that.

I created a game many moons ago called wizard wars ( http://www.edzup.co.uk/images/wizard wars.zip ) might help. It's written in blitz though but should be easy to follow
-EdzUp
fubarpk
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Posted: 16th Feb 2019 17:38 Edited at: 16th Feb 2019 17:40
Thanks Edzup !!

I think with AppGameKit we are lucky because we don't have to do the math for offset for each tile as we have setSpritePositionbyOffset
which position by the centre, with that we just need to make our sprite images suitable in terms of height and position. This way
makes it allot easier to simply change the image. But I may have missed something it wouldn't be the first time
fubar
puzzler2018
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Posted: 16th Feb 2019 18:23 Edited at: 16th Feb 2019 18:24
Thanks too Edzup will check it out later

Been Doing the corners,

Something just doesnt seem to look right.. Is it me or that Kenny!! that cannot draw properly

Looks like some tiles are very disportional
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fubarpk
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Posted: 16th Feb 2019 18:41 Edited at: 16th Feb 2019 18:45
@Chafari
The diagonal movements just didnt feel right to me, think they need some
adjustments. perhaps a float and using float based movements depending
on the screen size Populous had directional movement n ne e se s sw w nw

@puzzler
I had similar issue. They are great tiles just didn't match as expected
i can make some if you want, i made some new ones in the latest upload
on my attempt. which has a half raised tile and a few new building ones

really think we need some form of image conversion tool to use kenneys
or modify the ones we need. Perhaps there is a talented pic editor
out there that wants to help. like with isometric castles and tree tiles etc
that would suit.

The bigger map you have is a much better idea i think. lots of ways this can
go.

I think you also had your own 2d collision routine that may be able to be converted
to a better pixel hit test than using depths not sure just Hit me
fubar
puzzler2018
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Posted: 16th Feb 2019 18:56
Thanks

With this tester - aligns perfectly with the original unedited peices. - DANG!!



Press S, N, W, E or G for Ground and then cursor keys to move into place

Shall try the corners with this tool a bit later

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puzzler2018
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Posted: 16th Feb 2019 19:03
Im very sure we can make an image changer to change those colors for a varying array of coloured tiles - ill have a think on that one..
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fubarpk
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Posted: 16th Feb 2019 19:15 Edited at: 16th Feb 2019 19:16
I was more thinking resizing the image so as the centre of the image would always be the right position
for any image allowing setspritepositionbyoffset to be used but that may not be necessary especially
if go down the track of calculating the offsets with math and its easy enough to do that in Gimp anyway

What I think is more needed is sprite masking rather than settting sprite depth alone. not sure will have
to check the commands again never used a sprite mask, is there one ?

PS just tested the new sprites with your older code and they worked better i think
fubar
fubarpk
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Posted: 16th Feb 2019 19:34
this is the command I was looking for SetSpriteShape(ID,3) which sets the collision shape to polygon
fubar
puzzler2018
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Posted: 16th Feb 2019 19:39 Edited at: 16th Feb 2019 19:42
Nice one..

Dammm - that was painstaking to worth out..

Here is the code for the corner placements

Press 1,2,3 and 4 to move the corner peices with the cursors



I cannot See an issue with the sprites after all

Probably my brain is going in overdrive and thinking too much!!!

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fubarpk
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Posted: 16th Feb 2019 19:48
that looks good

fubar
puzzler2018
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Posted: 16th Feb 2019 21:38
Thanks -

After having a think, the reason for the distortions is probably cause I have set each sprite to be

land=createsprite(0)
SetSpriteSize(land,132,100)

Which it isnt, some sprites are 132x99 and some are 132,131

So, if we dynamically change the sprite size upon the true size rather than hard coding a size, then think that would be better

SetSpriteSize(land, GetSpriteWidth(), GetSpriteHeight() )

Ill give this a test tomorrow, im absolutely brainwashedly shattered now
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fubarpk
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Posted: 16th Feb 2019 22:27
Quote: "So, if we dynamically change the sprite size upon the true size rather than hard coding a size, then think that would be better"

That works fine for those sprites but not for the ones with buildings on them. I think his free set is abit worse than his ones in his paid packs
fubar
puzzler2018
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Posted: 16th Feb 2019 22:35
I can imaging

Free - rush job stuff

Paid material - more time an effort to get perfection.

Whats the licensing agreements on his paid stuff???
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