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puzzler2018
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Posted: 18th Feb 2019 19:15
Ok cool

So here we are with a rough and ready startup of the app.



Just a few minor tweaks to get them aligned right - but the idea is there

Uncommenting the framesprite at 118 and 119 will show that it way off too - so this fframe.png will require a little tweak here and there too.

Im just going to have to be somewhere now, so will catch up a bit later
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fubarpk
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Posted: 18th Feb 2019 19:19 Edited at: 18th Feb 2019 19:30
I thought ide make some changes to the isometric version


now movements done with the numeric keypad
and added shattering sprite routine use the images from
left and right mouse button builds and middle mouse explodes tile
http://users.tpg.com.au/subarpk/populous.zip
fubar
fubarpk
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Posted: 18th Feb 2019 19:27
Quote: "So here we are with a rough and ready startup of the app"
.
Definitely making progress.

Quote: " this fframe.png will require a little tweak here and there too."

Sure will I just made that to suit the isometric ones as they were in a grid like view it was actually showing incorrect with the
populous one I copied from video. When we get the display like we want it il take a snapshot and do a better frame in Gimp

@puzzler no probs take your time its early here and i should still be in bed lol

fubar
puzzler2018
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Posted: 18th Feb 2019 19:28
Nice work there.. cool
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puzzler2018
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Posted: 18th Feb 2019 21:00 Edited at: 18th Feb 2019 21:02
If press Enter to rotate the island - it rotates on a corner instead of the centre

Thats my dumb coding which didnt think about and as its infuriatingly annoying me, will change

for x=1 to sizex
for z=1 to sizez

to

for x=-sizex/2 to sizex/2
for z=-sizez/2 to sizez/2


and all the map arrays map[x,z] to map[x+size/2,z+size/2]

then it will gracefully rotate on it centre
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blink0k
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Posted: 18th Feb 2019 21:04 Edited at: 18th Feb 2019 21:08
Top Down view : You already have that fubes. Just make your mirror camera point down rather than back
fubarpk
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Posted: 19th Feb 2019 00:16
if you change this



you also need to change this



as the for next loop seems to work with integers
fubar
fubarpk
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Posted: 19th Feb 2019 00:21 Edited at: 19th Feb 2019 08:28
Brainstorm maybe, I think if we use a sprite frame and SetSpriteShape(frameID,3) setting it to poly should also be able to check if theres
a collision with the sprite hence ignore the map modifications below. On seconds thought I think you would need to use
SetSpriteShapePolygon( iSpriteIndex, numPoints, index, x, y ) and then AddSpriteShapePolygon( iSpriteIndex, numPoints, index, x, y )
effectively drawing around the areas you need collision will look into that later

also changed this



full code here
fubar
puzzler2018
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Posted: 19th Feb 2019 09:46
Wow thanks fubarpk for the adjustments x I'll take a look at yours a little later after work too
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fubarpk
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Posted: 19th Feb 2019 10:17
Your welcome I saw a great meme you might like
Quote: ""I work all day in front of a computer, so I can afford to sit in front of a computer in my spare time""


I think playing with the 3D map think we only need to view it from above for games like populous which makes raycasting allot easier and more accurate
being square may make it easier to move than having it rotated, definately easier for wrapping it around and just use sprites for frame to give the isographic
appeal not sure what you think. I may make some buttons like populous had that you press to get movement in all 8 directions



fubar
puzzler2018
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Posted: 19th Feb 2019 12:34
I think I get your idea there about rotations and making it square etc I'll send pic of what I think you mean in a bit. Yeah the direction buttons would be good. Will they be attached to the frame as such

And then think it's time to actually start the rolling map idea oncebgot them in place

Cheers
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fubarpk
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Posted: 19th Feb 2019 12:47
Quote: "Yeah the direction buttons would be good. Will they be attached to the frame as such"


they will be individual sprites that will show over the top of the frame
fubar
fubarpk
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Posted: 19th Feb 2019 13:03
puzzler2018
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Posted: 19th Feb 2019 17:30 Edited at: 19th Feb 2019 17:33
Looking promising,

Thanks for taking time to change those for loops and map values to make it rotate on centre

Is this how you mean about making it square?

Ill have a quick go at making it roll around with the direction keys

Would NUM keys be ok for testing

7...8...9
4........6
1...2...3
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fubarpk
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Posted: 19th Feb 2019 18:17
Quote: "Is this how you mean about making it square?"

yes but camera looking down from above.

The main thing is when you move it around if its going to wrap around (continuous)
it would then need changes here

perhaps if the array was passed to it something like if x+1>sizex then minx

Quote: "Would NUM keys be ok for testing"

sure would
fubar
puzzler2018
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Posted: 19th Feb 2019 18:29
Thanks

I have found a bug - since doing the -sizex/2 and -sizez/2, the clicking of the land at the exact position as all gone pear shape



Im a bit confuzzled - shall look into why
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fubarpk
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Posted: 19th Feb 2019 18:30
perhaps with wrapping the blocks around during scrolling, could do some array sorting
for example if moving up the top row would be swapped with the bottom row
C does that so much nicer just changing the pointers but still quite achievable in tier1
fubar
puzzler2018
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Posted: 19th Feb 2019 18:32 Edited at: 19th Feb 2019 18:34
A very intriguing snippet there



Very curious how that works

I thought doing it this way - incomplete



Shifting the row or column of blocks to the opposite side - the effects look rubbish without the frame in place, but with frame - we wouldnt notice nothing
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fubarpk
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Posted: 19th Feb 2019 18:43
Quote: "Shifting the row or column of blocks to the opposite side - the effects look rubbish without the frame in place, but with frame - we wouldnt notice nothing"

think the idea would be to shift it then move the whole array in the opposite direction before sync, just woke up lolo

The advantage if you shift the array around it isn't such a nightmare trying to build once it has wrapped around.

I need coffee !!!!!!
fubar
puzzler2018
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Posted: 19th Feb 2019 18:46 Edited at: 19th Feb 2019 18:47
Coffee - I must have had 300 cups today.. Its something a little slightly stronger now.

I must resolve the camera issue and clicking on the land will raise at that location

Something must have gone skew whiff after changing the setup of the world to

X=-sizex/2 to sizex/2
Z=-sizez/2 to sizez/2

My mind wont settle until understood whats happened.

Not sure if i coded something last night and ballsed it up

Catch up in a bit
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fubarpk
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Posted: 19th Feb 2019 18:50
Quote: "then move the whole array in the opposite direction before "


That's wrong Im thinking more how you pop and push in a linked list is effectively what you want with the array

but pop top row and insert at the but moving all the others down the array
fubar
puzzler2018
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Posted: 19th Feb 2019 18:56 Edited at: 19th Feb 2019 18:58
Nice idea to shift arrays - could be a good learning curve to push and pop arrays - but your going a little too fast for me at moment - i need the raycasting to be resolved... Resolve one issue at a time

I think the issue is with the Z camera position.

Once i got that fixed then we can have a go at push and popping array shifting
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puzzler2018
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Posted: 19th Feb 2019 19:05
Resolved - we needed to + instead of -

What a dang face ding bat I am



Full working as it is at moment



Save Save Save Backup 10 times and Save again!!! LOL
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puzzler2018
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Posted: 19th Feb 2019 19:21
Rolling map - use cursors



We will have to try and obscure the edges better

Im going to get some music on and chill now for a bit




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fubarpk
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Posted: 19th Feb 2019 19:30


that worked allot better than what I was trying done good have some chill time and rest up
fubar
puzzler2018
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Posted: 19th Feb 2019 19:35 Edited at: 19th Feb 2019 19:36
Thanks - now perhaps have a virtual world of say something like worldmap [500,500] which will contain the heights and types of the vast surround data.

Data contains things like does a tile have a building on it, what color it is, height of it - no physical objects though - just data

So when roll - it will interegate the world map and place and change the heights of this smaller grid whilst moving on it

If ya get me meaning


That will be next challenge I think...

Catch up in a bit
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fubarpk
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Posted: 19th Feb 2019 20:30
Changed it to working with the numeric keypad and also fixed the frame (it will need prettying up later but have to be sure of name to use etc that isn't taken or copyright)
http://users.tpg.com.au/subarpk/populos.zip
fubar
puzzler2018
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Posted: 19th Feb 2019 20:45
Wow my good fellow - i think thats now blooming awesome - thanks for the adjustments to the frame too..

Well done bud.



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fubarpk
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Posted: 19th Feb 2019 21:03 Edited at: 19th Feb 2019 21:06
your welcome I think as a whole its coming together nicely
maybe numeric keypad 5 can set mode ie defensive/attack

Don't think populous needs a large map and should be able to attach buildings etc to the map/grid
individual blocks.

Think the biggest thing with games like populous is the working AI behind it, populous had one but
it wasn't all that sophisticated but still in many ways I think it was better than Warcraft allowing the
enemy AI to cheat. Mind you populous was aimed at two player on the Atari ST as I remember but
it did have single player mode. Which requires some form of AI
fubar
puzzler2018
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Posted: 19th Feb 2019 21:16
Yes i agree - coming together quiet well and yes num 5 for defence/ attack etc will work too.

I still need to get my head around the mechanics of Populous - what its about etc, so i will do some research on the game too - that maybe a good start to produce some AI code lol

Plus tanks and bombs to destroy land and buildings.

so a little bit of modelling is probably required... ill see if can create a tank with AppGameKit primitives, buildings will be fine though

but might be a good step for me to gain a little bit of knowledge on the game.. do you have any good resources for us to read up on..






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fubarpk
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Posted: 19th Feb 2019 21:25 Edited at: 19th Feb 2019 21:34
Cool

I think the great thing also is the way AppGameKit physics and gravity system works as it wont matter if the map
is upright. Vectors for missiles bombs etc can still be calculate and by setting the gravity to be less on z
they should still fall down towards the ground. A bit different than the norm but very achievable

Could possibly use the helicopter and turrets from blocklifter3D just textured differently then would
just need a tank, soldiers buildings etc. Il have a look at my blocklifter objects and see what can do


PS I know there wasn't helicopters in populous but why not now
fubar
puzzler2018
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Posted: 19th Feb 2019 21:34 Edited at: 19th Feb 2019 21:39
Thanks - Your a star as always.

I come across many sites that suggest "Free" but would be unsure about commercial prospects on them

But some pretty cool stuff here too

https://free3d.com/3d-models/tank

Im sure we could imaginary create lots of these (for ideas) via AppGameKit prims and export to OBJ (to save Blender time (I am absolutely utterly Useless with that software))
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fubarpk
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Posted: 19th Feb 2019 22:11 Edited at: 19th Feb 2019 22:15
A Helicopter with a camo texture, the blades separate so its easier to animate
http://users.tpg.com.au/subarpk/chopper.zip

if use it should give credit to kazoowee (blink) as he designed the original model

need to scale it appropriately and possibly rotate
fubar
puzzler2018
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Posted: 19th Feb 2019 22:14 Edited at: 19th Feb 2019 22:16
Just noticed something that could be adapted differently Pic attached

When a height is raised way above the sprite frame - the frame takes over - thus the height of the tile is now hidden or do we foresee that this should happen? - looks a bit wierd to me, but then i am often wierd thinker

Would be nice to see the height top within the play space.

mmmm will have a think to acheive that

PS - cheers - ill take a look
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fubarpk
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Posted: 19th Feb 2019 22:17
Quote: "When a height is raised way above the sprite frame - the frame takes over - thus the height of the tile is now hidden "


I think a better designed frame would help with that as in populous it looked as if the frame was above just some clever drawing needed
fubar
blink0k
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Posted: 19th Feb 2019 22:23
Might be advantageous to introduce shadows
puzzler2018
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Posted: 19th Feb 2019 22:33
Awesome thought - something to do too one day.. Thanks Blin0k

Ive just got 4 x gray planes on a Y=0 in my head surrounding the play area positioned nicely surrounding the play area which also big enough to fill the whole screen
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fubarpk
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Posted: 19th Feb 2019 23:12
puzzler2018
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Posted: 19th Feb 2019 23:20
Nope on shadows or height views

What is this one should be showing us?

Ill do the plane version tomorrow to resolve the height problem
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fubarpk
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Posted: 19th Feb 2019 23:25 Edited at: 19th Feb 2019 23:27
shows the helicopter flying across the land I know blades don't rotate but just to give an idea
the blades aren't even attached atm

I kinda wanna make it drop bombs and blow up the land pieces now lol
fubar
puzzler2018
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Posted: 19th Feb 2019 23:28
thanks - ill sit waiting patiently for the heli to come...
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fubarpk
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Posted: 19th Feb 2019 23:31 Edited at: 19th Feb 2019 23:35
the heli should be moving it moves quite fast for me moveHeli(heli,-.005,0) is the line


http://users.tpg.com.au/subarpk/populos.zip
fubar
fubarpk
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Posted: 19th Feb 2019 23:37
did you grab the latest zip ?
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puzzler2018
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Posted: 19th Feb 2019 23:43 Edited at: 19th Feb 2019 23:44
Nope - i have downloaded and extracted to a entirely different project name and still nothing

This is the code you just recently sent



I dont see any loadobject commands

Im getting heavily confused and its slightly winding me up
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puzzler2018
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Posted: 19th Feb 2019 23:46 Edited at: 19th Feb 2019 23:47
Yes - just redownloaded - im expecting to see at least an OBJ file now - but no - did you repackage correctly?
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puzzler2018
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Posted: 19th Feb 2019 23:49
Its a wonder we are not blowing up TGC sql servers with the amount of threads here LOL?
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fubarpk
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Posted: 19th Feb 2019 23:51
Strange I just re zipped and uploaded again, I mustve missed one step or 7zip wrote a dif file or something
not sure but should be ok now
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puzzler2018
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Posted: 19th Feb 2019 23:54 Edited at: 19th Feb 2019 23:54
Nope

Im expecting at least an OBJ in that zip

Are you teasing me now
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puzzler2018
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Posted: 19th Feb 2019 23:56
Just attatch code here via the code tag

and object and ill sort it
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fubarpk
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Posted: 19th Feb 2019 23:56
must be my webspace caching data if you have the media

fubar

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