Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 28

Author Topic: Airlands Project  (Read 43374 times)

Vactor

  • Bay Watcher
  • ^^ DF 1.0 ^^
    • View Profile
Re: Airlands Project
« Reply #195 on: January 05, 2009, 08:48:47 pm »

Ninja update:

Exterior and root tiles are in, a bit more to cap those corners, and then i still need to figure out what tile #8 (mountain tile) dosen't think it has any neighbors.

« Last Edit: January 05, 2009, 08:51:51 pm by Vactor »
Logged
Wreck of Theseus: My 2D Roguelite Mech Platformer
http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Duke 2.0

  • Bay Watcher
  • [CONQUISTADOR:BIRD]
    • View Profile
Re: Airlands Project
« Reply #196 on: January 05, 2009, 09:11:47 pm »


 I must say, even a basic root that gives it thickness make it look very nice. Can't wait to see it polished.
Logged
Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Neonivek

  • Bay Watcher
    • View Profile
Re: Airlands Project
« Reply #197 on: January 05, 2009, 09:34:16 pm »

I feel guilty for not giving suggestions in a while... ohh well. :P
Logged

Tahin

  • Bay Watcher
    • View Profile
Re: Airlands Project
« Reply #198 on: January 05, 2009, 10:17:06 pm »

Wow. that looks awesome.

When, uh, are we looking at getting something playable?
Logged

Vactor

  • Bay Watcher
  • ^^ DF 1.0 ^^
    • View Profile
Re: Airlands Project
« Reply #199 on: January 05, 2009, 10:22:34 pm »

Wow. that looks awesome.

When, uh, are we looking at getting something playable?


Well please keep in mind that I have a full time job in addition to programing this, so I won't be able to match pace with Toady.  That being said the best I can give you is hopefully before too long.
Logged
Wreck of Theseus: My 2D Roguelite Mech Platformer
http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Callagan111

  • Bay Watcher
  • The Mildly Amusing
    • View Profile
Re: Airlands Project
« Reply #200 on: January 05, 2009, 10:47:55 pm »

Wow. that looks awesome.

When, uh, are we looking at getting something playable?


Well please keep in mind that I have a full time job in addition to programing this, so I won't be able to match pace with Toady.  That being said the best I can give you is hopefully before too long.

I know what you mean. Soon!™ is a good enough ETA to give.  ;)
Logged

Vactor

  • Bay Watcher
  • ^^ DF 1.0 ^^
    • View Profile
Re: Airlands Project
« Reply #201 on: January 05, 2009, 11:19:20 pm »

Last update tonight:



turns out the problem with tile 8 had to do with (i'm guessing) some rounding that was going on while muliplying and dividing the square root of 3(the unit of y measurements you use to make a hexagon grid)  I created a seperate grid listing where tiles can track their location using whole numbers instead, and it worked like a charm.  I added a few more tiles by hand to give it a bit of scope.

(its a nice feeling to realize that your code logic is in fact correct, its just a failure on the number's part)

The capping of the corners will have to wait as i'm off to bed now. 
« Last Edit: January 05, 2009, 11:21:41 pm by Vactor »
Logged
Wreck of Theseus: My 2D Roguelite Mech Platformer
http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Duke 2.0

  • Bay Watcher
  • [CONQUISTADOR:BIRD]
    • View Profile
Re: Airlands Project
« Reply #202 on: January 05, 2009, 11:31:40 pm »


 Your gonna need a wireframe for the hexagons, as it's starting to look more natural than grid-based. Well done.

 
Logged
Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Tahin

  • Bay Watcher
    • View Profile
Re: Airlands Project
« Reply #203 on: January 06, 2009, 01:14:48 am »

Wow. that looks awesome.

When, uh, are we looking at getting something playable?


Well please keep in mind that I have a full time job in addition to programing this, so I won't be able to match pace with Toady.  That being said the best I can give you is hopefully before too long.

I don't mean to rush you or anything. I'm just wondering. It's great just to know that it's being worked on.
Logged

qwertyuiopas

  • Bay Watcher
  • Photoshop is for elves who cannot use MSPaint.
    • View Profile
    • uristqwerty.ca, my current (barren) site.
Re: Airlands Project
« Reply #204 on: January 06, 2009, 08:01:08 am »

I know that feeling of "what is wrong???" that turns out to be something simple unrelated to the logic.
Did you know there IS a diffrence between a char and an unsigned char?
Trying to display a 256 char font when the second half is a completely random scattering of pixels is not fun.
Logged
Eh?
Eh!

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Airlands Project
« Reply #205 on: January 06, 2009, 12:00:23 pm »

Oook, I'm going to need to re-do those edge root tiles.
Oh, can your engine take bumpmaps?
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Vactor

  • Bay Watcher
  • ^^ DF 1.0 ^^
    • View Profile
Re: Airlands Project
« Reply #206 on: January 06, 2009, 07:22:10 pm »

just a few notes about the tiles PTTG:

1. the root tiles are all interior facing at the moment, so they don't have the correct shader applied, and I have to turn Culling off so that it draws the front and back of every face. (

2.  I'm wondering if we need to have the X-X cap tiles, would we be able to have whatever is neccessary to cap the corners on the sides of edge tiles (on interior corners the extra part of the model would just be hidden inside its neighbor.)

They work great though.  I'm looking into what I'm able to do in regards to textures and normal maps.  I know I can apply both to the models, and I think I'll be able to pull out and apply particular textures, however I'm not so sure about normal maps.

Anyhow, i'm going to spend some time with the Missus, i'll see if i can't get something written up that can add tiles to the edge of an existing airland a little later tonight, (maybe slap a few textures on the models and get a pic of a big airland up for everyone.)
Logged
Wreck of Theseus: My 2D Roguelite Mech Platformer
http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Vactor

  • Bay Watcher
  • ^^ DF 1.0 ^^
    • View Profile
Re: Airlands Project
« Reply #207 on: January 06, 2009, 10:43:30 pm »

I'm especially tired tonight after waking up at 2am thinking my alarm had gone off, So i just threw a dash of color on what i had done from yesterday.  It isn't much, but i think it shows how much PTTG?'s terrain pops with some texture on it.  (look a little bit more appealing than the blank grey tiles too.)

Logged
Wreck of Theseus: My 2D Roguelite Mech Platformer
http://www.bay12forums.com/smf/index.php?topic=141525.0

My AT-ST spore creature http://www.youtube.com/watch?v=0btwvL9CNlA

Karlito

  • Bay Watcher
    • View Profile
Re: Airlands Project
« Reply #208 on: January 06, 2009, 10:47:05 pm »

What's the blue supposed to be?
Logged
This sentence contains exactly threee erors.

Callagan111

  • Bay Watcher
  • The Mildly Amusing
    • View Profile
Re: Airlands Project
« Reply #209 on: January 06, 2009, 10:50:17 pm »

What's the blue supposed to be?

I think it's water.
Logged
Pages: 1 ... 12 13 [14] 15 16 ... 28