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Next up:

Levelgeneration
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World richness
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World Interaction
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Game-Story
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Animation
- 0 (0%)
Sound
- 0 (0%)
Game-Mechanics
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Total Members Voted: 0

Voting closed: September 17, 2011, 12:37:34 pm


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Author Topic: Let's Dev (again): Camera ON! Next up: DEATH by GUI  (Read 20566 times)

Rose

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #135 on: September 20, 2011, 05:21:27 am »

Oh god, culling.

I did something in stonesense in that regard, actually, but it's buggy.
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Siquo

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #136 on: September 20, 2011, 07:50:51 am »

Yeah, and even harder if you draw multiple z-levels upwards, like they do in Max's link. When optimisation becomes more complicated than what you're optimising it's not really productive :)

I've looked at the StoneSense code once, to see if I could be of any help, but too many other side projects (learning java, helping out with websites, etc) keep popping up. It might help with what I'm doing now, though.
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Rose

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #137 on: September 20, 2011, 08:03:25 am »

if you want to take a look at the code that I did for the occlusion in stonesense, it's over...

...here
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Siquo

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #138 on: September 20, 2011, 08:18:37 am »

... Isn't that a whole lot of checking before you decide to show a block or not? Isn't just drawing the block faster?
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
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Rose

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #139 on: September 20, 2011, 09:26:05 am »

nope.

total drawtime is about a tenth of what it was without all the checking.
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Siquo

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #140 on: September 20, 2011, 10:13:47 am »

Wow. Well, drawing is slow... and there's a whole lot of drawing to so in SS. I'm not really sure I get everything you're doing either, but I don't know allegro, and there's a severe lack of // in there :)

I don't expect to reach that much drawable stuff in this game anyhow.
I am wondering about how to move, though. I'm thinking about using W=forward, S=backward, AD is turn left/right, but that might feel clunky. Perhaps just go for WESD, but that means you can't shoot diagonally. You do get to walk around Zelda-style pixel-perfectly as opposed to tile-based movement that DF has.
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will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Rose

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #141 on: September 20, 2011, 10:17:47 am »

W + D = diagonal.

or use a mouse. we do have them for a reason.

Play bastion, it's got a good control sceme.

As for number of tiles in stonesense....

70x70x20 bock of tiles.
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Siquo

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Re: Let's Dev (again): We Almost haz a decision. It shall be gratuitous.
« Reply #142 on: September 20, 2011, 10:29:36 am »

That x20 is killing. One layer to rule them all!

Diagonal is still 45 degrees, giving you 8 instead of 4 directions, while a "car steering" scheme gives you better results.
But I think mouse-aim is even better, although it will get a bit arcade-y, but nothing wrong with that.

Yeah, mouse aim. I think that's going to be cool.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Siquo

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Re: Let's Dev (again): First view is up. More to come.
« Reply #143 on: September 20, 2011, 03:37:02 pm »

Hmmm, I'm doing something wrong. But what?

Anyway, current source is here.
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Max White

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Re: Let's Dev (again): First view is up. More to come.
« Reply #144 on: September 20, 2011, 03:44:34 pm »

Ok, first thing I am going to recommend, IMPLEMENT STATE PATTERN ON YOUR GAMEAPPLET CLASS!!!
Riught now your using an enum for the game state, but you should be using state pattern, look it up. If you don't get how it works, I'll fix it myself when I get home, but right now I am heading out, and have no time. Still, design patterns man!

EDIT:
Oh look, flyweight pattern on your blocks instead of making each a class... Interesting.

eerr

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Re: Let's Dev (again): First view is up. More to come.
« Reply #145 on: September 20, 2011, 04:20:33 pm »

State pattern, how is that stored?
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Max White

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Re: Let's Dev (again): First view is up. More to come.
« Reply #146 on: September 20, 2011, 04:22:02 pm »

Why do you need to store your state? You always enter the program in the same state and go from there.
But otherwise, the same way you store anything else.

Siquo

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Re: Let's Dev (again): First view is up. More to come.
« Reply #147 on: September 20, 2011, 05:30:17 pm »

Ok, first thing I am going to recommend, IMPLEMENT STATE PATTERN ON YOUR GAMEAPPLET CLASS!!!
Thanks for the tip. It's just some tutorial crud left over, most of the processing logic slowly went into the GameController class anyway.

What's flyweight? *checkcheck* Ah the loose coupling of the glyphs. Yeah, that makes it a bit harder to do varied terraintiles, but it'll pay off in the long run.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))

Max White

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Re: Let's Dev (again): First view is up. More to come.
« Reply #148 on: September 20, 2011, 05:47:01 pm »

I thought about doing mine like that, but that like you said, makes variation a bitch. When I have tiles for water that flows and sand that falls, trying that sort of implementation will become a lot harder.

AllThingsLive

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Re: Let's Dev (again): First view is up. More to come.
« Reply #149 on: September 20, 2011, 08:48:13 pm »

Ooh, I know this thread has gone on forever, and I don't have the patience to read and figure out if this is still being figured out, but a survival RPG would be awesome! Dungeon Crawlers are fine and dandy, but an RPG/Dungeon Crawler with a bit of Minecraftish survival mixed in would be muy bueno!
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