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I have a DOS tile based graphics engine with sprites drawn to seem isometric although the drawing method is rectangular. The engine is written in Quickbasic 4.5 along with DirectQB and some Assembly. It utilizes EMS for the storage of sprites and up to 10 map layers! The sprites were all drawn by me in a tool called QBPaint, It is quite good. My problem is this, I have been trying to show some images of the engine to people, however the they all claim to be unable to see it, dead links they say. But the problem is I can see the images perfectly well... So if you can see the images I am posting say so, if not, only see an x say nay. Thank you for your help. Image 1 Image 2 Image 3 Image 4 EDIT: These are screens of the map editor, these maps use 4 layers...The screen with the black is where I forgot to go up a layer. [edited by - Daerax on December 12, 2003 11:49:20 PM]

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Thank you! But I must say those are screens from a 4 year old project I am still proud of. They were on the site and I did not feel like uploading the new ones... Here is one screen I was able to put up... Screen

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lol. The difference is amazing. Its like... something a kid drew vs my art professor drew! However, as I''m the person with the cypher as a numerical representation of my artistic talent, I must say I couldn''t do better than the 1st set. :-x

Scout

(I wrote a basic 3d isometric engine at work tonight!)



All polynomials are funny - some to a higher degree.
Furthermore, polynomials of degree zero are constantly funny.

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D-EE-AMN Daerax, that last screenie looks amazing. We all want a demo, yes we do!

It really goes to show, that an engine that could fundamentally be the same underneath, can look so radically different with different art. It looks like a great piece of software, keep it up.


The more I think, the more confused I get.
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I think that the primary thing that has changed from the first screen to the second is 1) a consistent use of perspective and 2) an increase in detail. The second pic is also in a higher res engine and makes use of lighting.

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I had no part in the improvement in the graphics. I did not make them, a Real Artist did. He is quite good as you can see.

As for the engine, little of the original Quickbasic code remains in this version (written in C++). The Tile drawing and scrolling are the same in concept but that is about it. Layers no longer used, sorted list instead, EMS is not used either, and The Isometric (non mathematical) drawing method is used.

So it seems everyone who has posted can in fact see the images... That is good.

EDIT: Didnt see yours Herr_O, 5/6 from Gamedev.

[edited by - Daerax on December 13, 2003 12:38:05 PM]

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WOW :O!

Thats a major change over 4 years, I''d be interested in playing both of these games to see how much of an improvement has been made in terms of actually gameplay, has C++ made a huge difference to the overall feel of the game, cause it''s obviously helped on the matter of graphics.

Well done, keep it up...
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Thank you Herr_O, that was supremely helpful; upon seeing your reply I queried those who also, had not been able to see it before. They too agreed they could see it now and needless to say, I find this sudden turn of events rather interesting. Nonetheless thanks for informing me, especially since you had already posted you could not see it...Yes, yes I am greatful for your help.

I created that site to hold images such as equations and screenshots, when I found however, that for certain people it did not work I was disappointed as the usefulness of the site would be less. I posted here to get an idea of the ratio of those who could see it to those who could not to get an idea as to the scope of things. It turned out most could see it although the problem now seems to have been fixed.

quote:
Original post by Webbster :

Thats a major change over 4 years, I''d be interested in playing both of these games to see how much of an improvement has been made in terms of actually gameplay, has C++ made a huge difference to the overall feel of the game, cause it''s obviously helped on the matter of graphics.


Thank you, though I have not only been working on this game for the past 4 years. I have often gotten sidetracked by other projects, such as a software rasterizer in ModeX DOS (never got passed a simple linearly textured rotating cube, but it had text [BIOS hacking] and a GUI system), a clone of the engine of a favorite 2D tile based game of mine (in vb3) to name a few and I have rewritten that game engine 3 times now, from QBasic->Directdraw->Direct3D.

As for game play this current incarnation is superior to all mainly because, unlike the original it is completely data driven. All gameplay data is external, stored in scripts and maps+triggers, this has allowed for a great deal of flexibility and extensiblity. Changing game content is much simpler and even more enjoyable.

As for C++ improving graphics, that unfortunately is untrue, I quit Quickbasic because I had reached the executable size limit and the language was becoming stifling, no inline assembly, no pointers etc. For the graphics improvement I have my good artist friend, higher resolution and bit depths and direct3d to thank.

I aught to note however that C++ has increased my effieciency (less code for same thing) and the overall structure of the code is much better. I plan to port to Mac and linux, I had not this intention when I chose directx but i programmed with portability in mind. With the exclusion of the backwards endian nature of the mac should not take more than a day to port. (famous last words...)

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