Jump to content

  • Log In with Google      Sign In   
  • Create Account


mousetail

Member Since 30 Nov 2012
Offline Last Active Today, 01:30 AM
-----

#5153539 Quantity over quality in a game when it comes to art - thoughts?

Posted by mousetail on 14 May 2014 - 06:15 AM

Though the background is really nice on the first picture, I would also get a better font and think about where to place those numbers. The stars could also be better.




#5117056 How to render a 2D isometric world in Python/Pygame

Posted by mousetail on 15 December 2013 - 04:27 AM

The code I used for my game is like this:

import math,pygame
class Square(object):
    def __init__(self, image, gridpos,level=0):
        self.image=image
        self.gridpos=gridpos
        self.isopos=[int(i*16) for i in gridpos]
        self.recalculateRealpos()
        
        self.level=level
    def draw(self, surface):
        pos=(self.realpos[0]+self.offset[0]+surface.get_width()/2,
             self.realpos[1]+self.offset[1])
        surface.blit(self.image,pos)
    def update(self,*args): pass
    def recalculateRealpos(self):
        self.realpos=(int((self.isopos[0]-self.isopos[1])*2),
                      int((self.isopos[0]+self.isopos[1])))
        self.offset=(-self.image.get_width()/2,-self.image.get_height()-2*self.isopos[2]+48)
    def __gt__(self, other):
        if math.ceil(self.realpos[1]/16.0)!=math.ceil(other.realpos[1]/16.0):
            return self.realpos[1]>other.realpos[1]
        else:
            return self.level>other.level
    def __lt__(self, other):
        if math.ceil(self.realpos[1]/16.0)!=math.ceil(other.realpos[1]/16.0):
            return self.realpos[1]<other.realpos[1]
        else:
            return self.level<other.level

All you need to do is sort your list of objects and it looks fine. The system also supports relative scrolling, though it got to slow for me with larger rooms. Note that my tile size here was 64*64 and you might need to switch up the numbers if you have different sizes or angles. You can download the source for my game if you want to see how it is used (see my signature)

I am not sure if this is what you are looking for, but I hope it helps.




#5060532 What an emperor of a space empire does?

Posted by mousetail on 09 May 2013 - 04:52 AM

He sits around, eats snacks and lets his governors do the work I would say, but that wouldn't make a very interesting game...




#5017071 can python be used to create professional games

Posted by mousetail on 03 January 2013 - 06:40 AM

Is it possible to create professional, commercial games with python?

If not, is there any other engine/language that is both professional, fast, and easy to use? 




#5007038 Space game ideas

Posted by mousetail on 04 December 2012 - 05:09 AM

What are you defining as a "scene"?

I mean one 'room' were you can walk around freely without having to load stop and wait for it to load new data, or teleport to new scenes with whom there is no other physical connection.


#5005683 Space game ideas

Posted by mousetail on 30 November 2012 - 07:55 AM

I am planning to make a space rpg, and i want it to be free-world(no fixed story line(but maybe a starting story at the beginning), just wandering about the universe looking for quests). I have 3 questions:
* how do I make new stars accessible only when you get better ships? something like hyperspace could allow a one-time upgrade that could take you far distances, but i want to gradually open up more groups of planets? just making them faster wont work, because you can still get there if you have patience, and users might not guess that there will be a easier way to get there, also if you are halfway, you cant go back without flying for a long time.
* how do I make a basic story for a free-world game? how do i keep it interesting, while not forcing people to follow a fixed story-line, but still get there upgrades to go to newer places in multiple ways maybe? All the free-world games i have seen are MMORPG's, do they have to be multi-player to be free-world?
*how do I make the scale of the planets good, probably I would at least have to have a separate scene for each planet, but that will be unrealistic, because everything is so much bigger on the planet then in space. also, how do I arrange a massive universe, even with 'small' planets, should i have you just zap to the next scene when you hit the wall, or maybe a hyperspace system?
any suggestions are welcomed, thanks.


PARTNERS