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2D All the way! / Isometric tile engine

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zenassem
21
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Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 13th Jul 2003 17:39
Robx,

I will be working on it today. I had some family commitments yesterday. It shouldn't be much of a problem as I already have the code done in DBP. The hardest part is the way that DBC handles globals inside of functions.

Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 13th Jul 2003 18:29
ok cool, tnx man, i will try and fiddle with the code i got now aswell to try and understand it some more .
i've managed to change some stuff, liek the resolution and movin teh gui around etc, i think this is the latest screen i have up.
http://www.angelfire.com/80s/wigfeckedup/screen2.jpg

working on the game undead nazi pirates of the kungfoorabean. this game is random to the max.
Guyon
20
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Joined: 6th Jun 2003
Location: United States
Posted: 14th Jul 2003 18:49
The codes compiles without errors but will not run, I have the latest DBpro...
Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 15th Jul 2003 07:47
did you put in all the textures? including the side panel and the cursor, and did you use the earlier version for db pro or the one zen sent me for dbc.

working on the game undead nazi pirates of the kungfoorabean. this game is random to the max.
Kanzure
21
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Joined: 19th Feb 2003
Location:
Posted: 15th Jul 2003 17:17
Quote: "The codes compiles without errors but will not run, I have the latest DBpro..."


The code isn't for DBP. *sigh* Its called C++...

~Morph/Kanzure
Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 15th Jul 2003 19:03
im pretty sure he has made a dbpro version of it morph, infact he is workin on converting the dbp version to dbc for me now.

working on the game undead nazi pirates of the kungfoorabean. this game is random to the max.
Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 17th Jul 2003 05:48
hows things goin zen?

working on the game undead nazi pirates of the kungfoorabean. this game is random to the max.
zenassem
21
Years of Service
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Joined: 10th Mar 2003
Location: Long Island, NY
Posted: 18th Jul 2003 23:15 Edited at: 19th Jul 2003 04:33
robx,
Getting this part to work under DBC is taking more work than I had anticipated. The reason is because their are alot of components at work in an Iso map to hendle scrolling,tile-walking,screen-updating for animation. I know that I am close, I'll try to finsih it this weekend.

Also dbc doesn't allow user defined types. This is a hassle because I use them to define rect boundaries in order to determine tiles that need to be redrawn. Of course this can be done by seperate variables but I have to admit that it just looks ugly and confusing under DBC.

Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 19th Jul 2003 08:23
ok. was just worreid cuse u hadnt replied in a while but take as much time as you want, i mean ur doin me a favour anyway so i'd hate to make u lose time on whatever stuff you're workin on jsut for me

working on the game undead nazi pirates of the kungfoorabean. this game is random to the max.
Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 21st Jul 2003 14:45
hey if its too much work you can handpass whatever you have over to me and i will see if i can work on it myself, it'd prolly be better that way cause i will be able to understand it better if i fiddle with it. But thanks for goin out fo your way to work on it for me, it's much appreciated.

working on the game undead nazi pirates of the kungfoorabean. this game is random to the max.
Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 25th Jul 2003 17:42
u goin ok dude?

working on the game undead nazi pirates of the kungfoorabean. this game is random to the max.
http://www.angelfire.com/wizard2/unpotkf/
Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 2nd Aug 2003 08:18
i don't think he's coming back.

FieldDoc
20
Years of Service
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Joined: 30th May 2003
Location: London, UK
Posted: 12th Aug 2003 23:46
@Zenassem:

You've got another fan here.....is the project still alive?

FieldDoc
20
Years of Service
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Joined: 30th May 2003
Location: London, UK
Posted: 12th Aug 2003 23:51
Any chance of some generic tile bitmaps so I can run the program?

Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 13th Aug 2003 05:52
i can send you some tile sof mine to throw in, but i think zen has taken a long vacation cause he hasnt been here for about a month

FieldDoc
20
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Joined: 30th May 2003
Location: London, UK
Posted: 13th Aug 2003 11:26
That would be great, send them to:

FieldDoc@basementfactory.com

FieldDoc
20
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Joined: 30th May 2003
Location: London, UK
Posted: 14th Aug 2003 11:02 Edited at: 14th Aug 2003 11:33
Thanks Uberwiggett robx for the tiles.

Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 14th Aug 2003 13:42
i got plenty more, but i was in a hurry when i sent em, so just yell out if you want more.

FieldDoc
20
Years of Service
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Joined: 30th May 2003
Location: London, UK
Posted: 14th Aug 2003 14:36
Can I ask you a couple of questions about this engine?

1. How could I resize the viewing window and move it so that it is not in the top left hand corner?

2. I would like my game to run in 1024x768 resolution, what in this code would I have to alter?

3. Most importantly, I would like the program to be able to recognise what tile I have clicked on.....and possibly change the image used for the tile (to signify that it has been clicked). I have no idea how to do this......I have just come from programming a text only game!

Wiggett
20
Years of Service
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Joined: 31st May 2003
Location: Australia
Posted: 19th Aug 2003 08:30
1. uh cant tell for sure but somewher ein tehre there is a command for drawing blocks move them around a bit.
2. add set display mode 1024,768,16 at the top, i got mine on 800,600
3. im not that advanced a programmer yet :/

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