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Re: [WiP] Isometric Game
[Re: SchokoKeks]
#380324
08/15/11 16:45
08/15/11 16:45
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
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Thanks, yeah, the player was graphic is still wip (There were two options for making him more visible => round or triangle-alike) I thought about jumping, but I would need more higher or new lower blocks to make the leavels not too easy. Higher blocks would have the visibilty problem (player behind), and lower blocks look odd (they are already not really high, compared to the player). But I will think about that option Also, I edited the initial post and updated the ToDo list. Level Changes are now working, and there is also a "You died"-message. Regards, Rei
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Re: [WiP] Isometric Game
[Re: Rei_Ayanami]
#381839
09/01/11 17:50
09/01/11 17:50
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
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Because I do not get any comments, I am just going to post Here is a new shot from the Editor - thanks to Felix Queißner! (Richi007)! Also, there are new pressure plates, that can be activated via blocks and by the player himself. Those plates activate other things, move things or the like. I am rewriting some render stuff, because it got a bit messy so that i just cant find a bug (main-while dies for unkown reasons without error).. When all the "engine" stuff is done, and I got some tutorial levels working, I am going to get the project to 8bitfunding, maybe I can get some money for music/character artists/level design (got ideas myself, but I dont think I am /that/ creative) Regards, Rei [First post updated]
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Re: [WiP] Isometric Game
[Re: Rei_Ayanami]
#381845
09/01/11 18:19
09/01/11 18:19
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
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(main-while dies for unkown reasons without error) That tends to happen to me too. It's hard to debug Gamestudio applications, scheduler bugs with wait() are hard to weed out.
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Re: [WiP] Isometric Game
[Re: Rei_Ayanami]
#382077
09/04/11 10:35
09/04/11 10:35
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
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Okay, found the problem. Also, using a lot more waits now, it just became to complicated using one with all that events etcetc... However, there is a ingame console now, that allows to call functions, change and get vars. (More functions are possible via LC_addFunction(...)) Edit: There are also Laser now, which are not looking so good atm... Edit2: I totally forgot : There is a "stupid" (< wanted) AI now, which just runs in circles (when it detectes a wall it turns)
Last edited by Rei_Ayanami; 09/04/11 10:38.
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Re: [WiP] Isometric Game
[Re: Superku]
#382101
09/04/11 14:39
09/04/11 14:39
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
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Cool console. Is that a plugin? Where did you get it? As for AI, there is a nice, simple tutorial on a 2D grid implementation of the A* algorithm here: http://www.policyalmanac.org/games/aStarTutorial.htmBut in my opinion, the AI in this game should be very simple and predictable. Your current AI doesn't sound bad for a game like this. I think you should add different gray tones on the sides of the blocks for a better depth perception. Yeah, you really should do that.
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Re: [WiP] Isometric Game
[Re: Redeemer]
#382103
09/04/11 14:48
09/04/11 14:48
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
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In the "first" version all tiles had that shading, but I removed it because it looked not really clean, but I was going to redo them anyway (or, better, find a graphic artist who does pixel-art) The console is self-written I already got a working A* Pathfinding here(written sometime ago by this tutorial), but as you said, a simple run-around ai is easier to understand.
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