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Bruno

Member Since 15 Mar 2000
Offline Last Active Sep 22 2014 09:23 PM

Posts I've Made

In Topic: Starfall Frontier - A New Sci-Fi Strategy Game!

25 December 2010 - 06:35 AM

Hey guys,

I really wanted to check the game, however, what's with all this facebook games that to even see them, you need to give permission to send you junk to you email adress ?
Each time I want to try a game, i see this request, and everytime i decline..,
I'm just venting here, you not doing anything diferent from other applications that I have "tried"..,


In Topic: finding Publishers

16 November 2010 - 11:35 AM

Yeah, that's usually the diference between Publishers and Distributors, funding :)

In Topic: finding Publishers

16 November 2010 - 07:58 AM

Thanks Sirisian, I know about Steam, but I meant Publishers no Distributors :)

In Topic: RTS or 4X ? What's your favourite ?

31 March 2010 - 08:25 AM

Yes, one of the problems of Space Games it's exactly the game design. Space is void, so you have to come up with natural obstacles to replace the mountains or rivers on earth. We are going to use gas clouds of diferent types, that block ships in diferent ways, so that you have to use diferent strategys/ships to get the job done.
Regarding the game in the blog, the game obviously is not done, and it's just showing ships shooting eachother.

In Topic: Isometric view.., from Arrays to Isometric view

10 December 2009 - 07:59 PM

Hi,

Thanks Wyrframe.
My tiles are isometric, it's basically tiles to build a city, a isometric city.
The problem is i have buildings have are 1x1x1 tile (widthxlenghtxheight), so (58x58x1) and other tiles where buildings are bigger, like 3x2x2 (174x115x2).
That means that the second tile, besides being bigger than the firt one, it also has a taller buildings.
My problem is, doing this with a single array, that has always a tile size of (58x58), i can simply go trough the array, and do something like (in pseudocode):


for(iy = ; iy < num_tilesx)
{
ix = 0;
for(ix =0; ix = num_tilesy;
{
position.x = ix*58;
position.y = iy*58;
render(position);
}
}

To do the same with bigger tiles, i can imagine a big mess in there.
Isn't there a cleaner way of doing this ? Passing from isometric to normal view, to simplify the math, and do this less messy ?

thanks,
Bruno

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