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shadowgamesco

Member Since 08 Feb 2011
Offline Last Active Sep 24 2012 06:41 PM

Topics I've Started

2D Tree Placement on Map

02 September 2012 - 03:34 AM

I have an Island Generator that generates islands that look similar to this:

Posted Image

It's pretty obvious to tell where the deep/shallow water areas are, but the green areas represent a transition of grassland to dense forest, with the darker green areas representing more dense areas of forest.
The islands are pretty cool and the generator is very consistent so I'm happy with all my hard work on it. I've also completed the next step of turning the islands generated into full-scale tiled worlds for a game I'm working on. My problem, however, is I actually don't have a great idea of how to do the tree placement on the tiled map for islands like this. How can I place the trees more spaced out in the lighter green areas, with them more close together in the darker green areas where the forest is supposed to be more dense?

Any suggestions would be great! Thanks in advance.

Pygame Image Problem

25 August 2012 - 10:19 AM

I've been working on the HUDs for my game, more specifically the Health, Mana, and XP bars that will be displayed at the bottom of the screen. So I drew up an image in photoshop for the health bar that looks like this:

Posted Image

But for some reason the in-game image looks like this:

Posted Image

As you can tell it is does not match the correct one, and its a little frustrating because in-game it looks too dull. I'm not sure why Pygame is doing this? I'm using the very standard pygame functions to load and render the image:
pygame.image.load('image_path').convert()
and
surface.blit(hp_image, (position.x, position.y))

Now that I've noticed it, it's actually doing it to a lot of my images! If anyone knows why, please let me know. Thanks in advance!

Finding tiles that touch in 2D array

24 August 2012 - 07:52 AM

Hey guise, I have been working on a Map Engine for my 2D RPG. The game takes place on an island, and a brand new random island each time you start a new game. So I wrote an Island Generator that produces maps that look something like this:

Posted Image

It's pretty easy to tell which areas of the map are deep/shallow water, beach, grassland, forest, or mountain. The map stores a 2D array of 'tiles'. Each 'tile' stores it's location on the map, the type of tile it is, etc. So now I want to be able to access each individual forest area from that 2D array.
There are six separate forest areas in the above picture. How could I access each area individually from the map? I'd like to do this so I can name each forest, make one or two haunted, or just play around with each one so they're each different from each other. It just makes the game that much more interesting if you understand what I mean. :) Any help is greatly appreciated. And for any of you who are interested in how I did the island generator, I have a blog post on what I did here, and the source code here under the downloads tab.

Animation and Art for 2D RPG

28 July 2012 - 07:45 AM

Hello all, I've been working on my 2D RPG and I've been thinking about the most efficient way to handle artwork and animations. It seems pretty daunting as we all know there is so much artwork involved in full-scale RPGs. I drew all the main images for the main character and all the images for the walking animation for him facing each direction. It flows really smooth and looks nice, BUT, my question is, is there any possible way I could, say, add a sword or a peice of armor to him WITHOUT having a whole serperate spritesheet with him and his new gear? What are some of your thoughts on handling this? I dont mind spending a few hours drawing up sprites for the game, but its extremely overwhelming to think that I would have to draw every possible combination of him and each different item he can hold (armor, sheilds, bows, arrows, swords, boots, helmets, etc.). A friend of mine suggested that I somehow split up the character into body parts, and render stuff on that way? I couldn't understand him, he doesn't speak good english. Haha. But if anyone has some suggestions or adive that'd be great. Thanks in advance!

Terraria Game Engine

28 July 2012 - 12:46 AM

I was just curious if anyone knew what language(s) was(were) used in the process of making the 2D platformer Terraria. Also what libraries where used to make the game engine? Just looking for some information on how to game was made.

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