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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Mon Mar 23, 2009 5:00 pm    Post subject: Isometric 2D Arena Single-Player Death-Match Game [quote]

Okay, I know its not an RPG; but I've been here for ages, and I think I've earned to right to post just about anything XD

I wanted to tell more people about my project. :D

Quoting my readme.txt file here..

Game Summary:

* The game is single-player versus AI or turn based multi-player versus AI.
* The weapons are paint balls that are filled with various toxic substances that will affect the entity that is hit with it.
* You will be able to control four combatants on your team, switching between them using the 1, 2, 3, 4 keys.
* The three that you are not currently controlling will simply wait and shoot anything that comes in its line of sight.
* Each combatant may be shot four times before they are removed from the arena.
* You can pickup additional armor to add one point to your total "armor" to give you up to a maximum of eight shots before being removed.
* Your ammo is unlimited.
* You can change your ammo type between any of the six different types by pressing the TAB key to cycle through your available types.
* You start with only one type, and you can collect new ammo types as you explore the map.
* Once you pick up an ammo type, you will have it for the remainder of the match.
* A match ends when either all of your, or the AI's four team mates are removed from the arena.

Controls:

* Q,E,W,S,A,D,<,>, and Arrow Keys are for controlling your currently-selected team-member:

* The W or UP-ARROW keys move your currently-selected team member north.
* The S or DOWN-ARROW keys move your currently-selected team member south.
* The A or LEFT-ARROW keys turn your currently-selected team member to its left.
* The D or RIGHT-ARROW keys turn your currently-selected team-member to its right.
* The Q or < keys strafe your currently-selected team-member to the left.
* The E or > keys strafe your currently-selected team-member to the right.

* The SPACEBAR is for shooting your weapon.
* The CTRL+W or CTRL+UP-ARROW key combinations will make your currently-selected team-member jump.
* The CTRL+S or CTRL+DOWN-ARROW key combinations will make your currently-selected team-member drop to lay flat on his stomach.
* The TAB key is for cycling through your available ammo types.
* The 1, 2, 3, 4 keys are for selecting your team-member.
* The ESC key will pause the game. (from the pause screen you may resume play or exit to the main menu)
* The 0 (zero) key will take a screen-shot of the game and save it to screenshot.bmp in the current working directory.

If you're at all interested in this, then jump over to my forums and register if you aren't a registered NOGDUS member yet.

And if you are a member already, then just head over to the project's board on my forums, located here..
:)
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Principal Software Architect
Rambling Indie Games, LLC

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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Fri Mar 27, 2009 6:11 pm    Post subject: [quote]

Tiny update.
the first incarnation of the map is finally in place.


And yes, the graphics look like that because the graphics for the tiles themselves are not 'isometric' with transparent areas yet. I just wanted to quickly get it all working. making tiles will come later.

The render method that makes the pretty little map appear is shown below:
Code:

void Render(ImageResource* renderTarget)
{
   for (int row = 0; row < 10; row++)
   {
      for (int column = 0; column < 10; column++)
      {
         int tile        = data_->Get(column, row);
         int px        = (column - row) * tileWidthOver2_;
         int py        = (column + row) * tileHeightOver2_;
         int srcX        = (tile / tilesPerRow_) * tileWidth_;
         int srcY        = (tile % tilesPerColumn_) * tileHeight_;
         tiles_->Blit(
            renderTarget,
            srcX, srcY, anchorX_ + px, anchorY_ + py, tileWidth_, tileHeight_);
      }
   }
}

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Rambling Indie Games, LLC

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Verious
Mage


Joined: 06 Jan 2004
Posts: 409
Location: Online

PostPosted: Sun Mar 29, 2009 2:17 pm    Post subject: [quote]

Rending tiles, characters, and walls in isometric is always fun... just wait 'til you have characters walking horizontally behind walls in an isometric scene. :)

You will most likely need to adjust your rendering loop to render top-down instead of by rows and columns to prevent overlap and visual artifacts when the characters move horizontally on the screen (diagonally by coordinates)... unless the player will visually jump to the next tile without a walking animation.

For example (listed in "column,row" order):

1,1
1,2
2,1
1,3
2,2
3,1
etc.
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Mattias Gustavsson
Mage


Joined: 10 Nov 2007
Posts: 457
Location: Royal Leamington Spa, UK

PostPosted: Sun Mar 29, 2009 2:46 pm    Post subject: [quote]

I use a z-buffer for my latest iso-engine, and it solves a lot of issues automatically :D
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www.rivtind.com - My Fantasy world and isometric RPG engine
www.pixieuniversity.com - Software 2D Game Engine
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