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Map!

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Programmer16

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Map!


This might look awfully similiar to a screenshot that I showed a little while ago. I used the same map system and same test map (modified a tiny bit.) I also added something really cool - animated water fringes. The water fringe has 3 frames and it goes in the order 1, 2, 3, 2, 1, 2, 3... It has a pretty neat effect. I'd show a movie but I'm having problems with making them again (for some reason the color is WAY off.)

The white circle+square is a tile, I just put it there to show that not all of the tiles fringe now. Only 0-15 fringe (leaving me ample space to put in a bunch of tiles for buildings and such.)

I've decided that I'm going to go with a Diablo-esque game since I won't have to learn steering behaviour (which will save me a ton of time.) I still have to learn pathfinding though. Can anybody point me in a direction with this?

I'm off to [Google].

Edit: OMFG, I actually came through with something! I said my next post would include a map and it does. (@Anybody that read my journal late last night: shhh!)

Edit 2: I modified my current setup so that I could release a demo so you could see the animated fringing. I changed the initial state to the game state so that you didn't have to go through the menu (which allowed me to cut out the bloated data for the saves.) Here it is (requires Direct3D9 and pixel shader version 1.1.) If you want to, you can change the map (Maps\map.map) with a text editor, but be careful not to remove any numbers. The top bunch of numbers is the tilenumbers for the base and the bottom bunch of numbers is for the water. The bottom bunch must be either -1 or 0. -1 means no water and 0 means water.
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Quote:
Original post by Sir Sapo
So what is this engine going to be used to make anyways? And cool autofringing BTW.


Thanks Sapo! The autofringing has been a royal pain in the butt, but I finally have it to a point that works good without requiring too many resources.

The engine is going to be used to make my 4E5 entry which is (hopefully) going to be an RPG similar to Baldur's Gate with a combat system similar to Diablo. It's going to be quite a feat to finish it in time for 4E5, but I'm going to, somehow.

I modified my current setup so that I could release a demo so you could see the animated fringing. I changed the initial state to the game state so that you didn't have to go through the menu (which allowed me to cut out the bloated data for the saves.) Here it is. If you want to, you can change the map (Maps\map.map) with a text editor, but be careful not to remove any numbers. The top bunch of numbers is the tilenumbers for the base and the bottom bunch of numbers is for the water. The bottom bunch must be either -1 or 0. -1 means no water and 0 means water.

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