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Engine update

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Yea, I give up already. I'm back to redesigning my engine. This time, I had to restart because the only debugging I had added was using assert().

The only thing I don't have designed out as of right now is the game specific stuff and my audio module. I know the basic design for my audio module, but I'm not sure if I'm going to use some library like DirectAudio or if I'm going to use a third party library like fmod. I'll figure that out later.

The only thing left to code in to the engine's code base is my ImageLoader class and my ConfigFile class. I have DllFile, DllInterface<>, Singleton<>, Manager<>, and Timer all done. Once I have the ImageLoader class finished I'll move on to the graphics module (I'm thinking of moving ConfigFile to my scripting module), then input, and finally my math module. I should have all of those finished by Friday since most of the coding is already done for all of the modules.

Come Saturday morning I should be able to move on to the 2D module. I'm going to start with the GUI and then move on to 2D game classes. I'll be saving 3D for much later.

On a different note, I made a pretty decent looking treasure chest (just messing around, nothing that I plan to use):

I used the same technique that I use to make my tiles. I make a new bitmap (in MSPaint) that is 10 times the size of the tile I want to make (320x320 for a 32x32 for example). Then, I make 3 different colors: base, a darker color, and an even darker color. Fill the background using the base and then using the biggest spraypaint option I use the darker color and spray over the image very quickly (so that its not to dark, but noticeable). Then I do the same with the darkest color. Then I just shrink it by 10% in each dimension:




As you can see this one turned out kind of crappy. So, I redid it somewhat (I copied a portion that wasn't too thick over some parts that were. Then went back over with both of the darker colors so it wasn't completely the same everywhere):




Its also simple to add stuff like flowers. I just use yellow and dab it around and most of the time it comes out pretty good, but be sure to keep a copy of the ground (grass in this case) before adding stuff (flowers in this case).
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Also, if you want to use this technique for something like wood, you can use the darker color and draw the veins or whatever (use a thin line so that it doesn't come out too thick). I'll post some more examples later.

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Thanks, I keep getting distracted by work for some reason >_<. I'll be posting more regularly though, because I plan on releasing some stuff pretty soon, including the first version of my engine, DragonForge Technology.

I use paint for everything too, no point in paying when the only features I use regularly are available for free :D.

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Ok, I described the technique wrong. I said that you start with a canvas that is 10 times the size, but that will result in too much blending so that you come out with my redo (you can hardly tell that there is color differences). What I actually do is start a canvas that is 100x100 and then shrink it by the size % (32% for 32x32 tiles, etc). You could try changing the original canvas size for different results.

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Ok, I figured I'd update you before I go to bed. I practically have the basics done. I decided to stick with the old design, I just updated it to use debug output (which stills sucks, but its better than what I had before). Also, for some reason I had designed out a DLL version and I don't need one, plus I have no idea how to do one (since I know Win32 and DirectX programming, so I have no idea how to generalize the class design.) So, I copy and pasted the old code into my new files, update and tested it all (its all working really well, but I think I'm going to take tomorrow to add some major debugging code, since "Could not create Direct3D" doesn't really help anybody.) All I have to had is my IndexBuffer class, IFont, and FontManager. I decided to stick with using D3DX classes for the first version of DFT, since its better than anything I could code right now, plus its available lol. So, tomorrow I'm going to add the missing classes and update the debugging. I'll start the game specific code on Thursday, but I don't know how much will get done (I have to work all day Thursday). But by Friday night, early Saturday morning I should have a working 2D ISO demo (if I stick with iso, I'm not sure.) I'll update you later tonight and Thursday.

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