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Re: Isometric controls+camera RTS/RPG The Sims
[Re: JetpackMonkey]
#30924
01/11/05 14:27
01/11/05 14:27
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Joined: Sep 2000
Posts: 300 Ohio, USA
vrkaya
Senior Member
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Senior Member
Joined: Sep 2000
Posts: 300
Ohio, USA
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OrangeBrat, I just found this great isometric example of yours. This is wonderful. I was starting to try something similar but it would have taken me a very long time to reach the quality of what you have made. A question for you. My intention is to make a hexmap style game with 3dgs. I like your squaremap version, but to remain true to the old tactical wargame style, I will be trying to work with this to implement a hexmap. Hexmaps are a big deal with the older SPI style boardgames, as you may know, because there is no distance difference when you move in any of the 6 directions. Have you done anything similar utilizing a hexmap, or even a diamondmap (ala Diablo)? I will start by changing the square texture to a hex and looking very closely at how you are applying the x,y offsets when snapping the entities to the square grid. Once again, though - excellent work - and thanks for offering this to the 3dgs community. You just made my project much easier Ron
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Re: Isometric controls+camera RTS/RPG The Sims
[Re: vrkaya]
#30925
01/11/05 14:45
01/11/05 14:45
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Joined: Aug 2000
Posts: 7,490
Orange Brat
OP
Senior Expert
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OP
Senior Expert
Joined: Aug 2000
Posts: 7,490
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Well, I hope you don't run into any problems with it. It still has some issues and I've pretty much abandoned it to the community. See the readme file or first post for their description. Also, the technique used to "turn off" the mouse_to_level clicking may not be the best way...that would be this line, "if(trace(temp2, temp) > 0 && (str_cmpi(tex_name, illegal_texture1) == 0))". I never really fully fleshed out the illegal texture component or really thought of an alternative way to keep an active entity from not moving up vertical walls(which was the intention of turning it off when over an illegal texture).
Also, the part dealing with the grid snapping(in the mouse file) is a mess of an if/else block. Perhaps when we have case/switch instruction it will look better. I'm not really even sure why I had to use all that code but it doesn't work right unless I do it that way. I'm sure someone like Realspawn, Rhuarc, Locoweed, etc could fix it up and make it more efficient or come up with alternatives, but anyway this is the best I could come up with at the time.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: Isometric controls+camera RTS/RPG The Sims
[Re: Orange Brat]
#30926
04/26/05 03:36
04/26/05 03:36
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Joined: Sep 2000
Posts: 1,148
Eagle
Serious User
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Serious User
Joined: Sep 2000
Posts: 1,148
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Hi Gamesaint762, yeah I have been away for a while. I have been working on some really cool projects. The A6 engine (as you already know) has opened a lot of doors with the awesome power it offers. Makes my mind swim~ I will post some screen shots of the work I have finished over the last 6 months. I have done nothing but work on my game in hopes of getting a project worthy of sponsorship. So keep your head down while your over there and trust no one... I'll be thinking of you Gamesaint.
always~ Eagle
in the end its all about the game
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Re: Isometric controls+camera RTS/RPG The Sims
[Re: Eagle]
#30927
10/01/05 13:04
10/01/05 13:04
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Joined: Sep 2005
Posts: 7 Kansas
Mohack
Newbie
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Newbie
Joined: Sep 2005
Posts: 7
Kansas
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Thank you for this fine contribution! Respectfully,
Nothing is what rocks dream of.
Rust never sleeps.
My Page
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