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Post by Enzo on Mar 26, 2021 22:13:22 GMT
Rod, for the record, the only difference to change my current engine type to your method is addsprite instead of spriteimage? Relabel sprites with variable$ after addsprite for callout.
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Post by Rod on Apr 5, 2021 13:43:46 GMT
This is where I am with the tile mapping engine. I include a basic map editor. You can load and save maps, maps can be very large, the example is 100x100. Just click on the image sheet then the map to build your environment. You dont need to use the space tiles I provide any 64x64 tile sheet will work. I also include an r2d2 sprite that will move about the space scene. Use the cursor keys, up to speed up, down to slow down, left and right to turn the sprite. It also bounces of objects and turns but that needs to be a lot smarter than it is now. Collisions are still very simple square to square. That brings me to gameplay, all vey well having a scrolling environment but now it needs gameplay and interactions. Thats where I am running out of steam having never really played any RPG games. What kind of stuff should r2d2 be able to do? I envisage a kind of chat interface surrounding, or to the side of the scrolling image. gamebin.webs.com/TileSpace.zip
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Post by Enzo on Apr 5, 2021 18:29:21 GMT
Again I suggest a underwater bump mapping game with diving for treasure and lost parts of your underwater "spacestation" you could repair parts of ths ship with items found in correct order, pipes that fill up rooms by accident, valves needed to alter water to other directions, power sources such as glowing rods, wiring for CPUs, other chips for CPUs to allow for lights on outside rig, maybe be able to move rig to different areas before finish game rising to surface. A simple radar to locate objects, battery power from sea sponges and underwater plants. This idea needs one or more direction to add a fulfilling game, maybe make spaceship be able to fly once risen to surface, to other planets, this invovles some type of ground; seperate map, have you gotten different maps to load? Possibilities are only limited to folklore. If you want some sprites I can make a few, have you seen my graphics art? EDITED: A possible aveune is Atlantis or a generic advance 'city of gold', player doesn't need to find, until end or v2.0.
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Post by Rod on Apr 6, 2021 7:56:46 GMT
Plenty good ideas there. I had been thinking about a maze, r2d2 could solve it. Also a snakes and ladders style journey from bottom of the ship to the top. Planetary landings or docking can be done but it moves away from the tile background. However a moving tile background could allow meteor style asteroid avoidance. Even side scroller game play. Needs some thought.
I might try some simpler games to see if the tile engine is worth pursuing.
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Post by Rod on Apr 6, 2021 10:58:32 GMT
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Post by Enzo on Apr 29, 2021 0:17:24 GMT
Rod, Any simpler animation routine then calling out arrays of animation ID's of X Y and calling on screen, how do you display bigger then 64x64 tiles, without splitting up into 64s; does/would this cause lag ?
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Post by Enzo on Jun 17, 2021 17:00:56 GMT
I tested three methods years ago for RPG Tile type movement, this way, cundos, and a mixature of both, I found that during 2010 are before computers wouldn't run these other two methods fairly, I tested with addind more sprites to tile frame and increasing window graphic size to oversized, results were nearly, on how they would function and showed instant limitations of the engines, cundos however functioned the best, out performing the other methods by nearly 1/3 1/2 better size and still maintained the speed, there was a odd time delay with one method and the other rendered slow, this is why I was looking into Bitblitting at the time with liberty basic,
I'm curious the timing load to my machine vs the engine I built the RPG from, cundos, with your method Rod, a simple benchmark of time$("ms") on today's computers with similar tests would allow the testing of the generic limitation of sprite count, and not so much windows size, but asset inventory, as in how complex the map will look.
I am currently trying to parse object items and a coast line in a few ways (shore and new viewpoint of sea) to add complexitity to a simple map, but am interested in the max sprite limit of your method Rod as to cross over for another release of the game in a new realm (map layout sprites).
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