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MartinMouritzen

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About MartinMouritzen

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  1. MartinMouritzen

    creating first world, help

    That all depends on the engine you'll be using. Also, even a tile based game can have smooth walking. Again it depends on the engine. But there's no universal law that the character has to move from square to square. You'd probably just make a lot of nodes, so that there's maybe 9 nodes on a tile that a character can walk to (or maybe a lot more) - That would create smoother walking.
  2. MartinMouritzen

    Tile transitions

    Syranide: Thanks for the idea. I appreciate it a lot. But if I understand you correctly, you want something like this: And while that's "fine", I think the endresult is rather generic. - I'm not really that good at graphic work myself, but I have limited access to a friend who is, and while the screenshot I posted isn't "finished" I think it allows a better look. Also, when different transitions are added, then it will look even better. Wyrframe: Ah. I see now that I didn't take all your advice. I thought I could manage using only the "transition to transition" advice. - Before that, I had only one transition. Is it a huge drawback to use the method I'm using now? I mean. the grass, desert and water are almost done. And I plan to make maybe 1-3 terrain types more for my game, so even though I see that the method you linked to is easier, it's not a huge annoyance to make some more png's right now. Also. I'm not sure if the link you sent solves my problem by having several terrain-types meeting at another terraintype? (Or maybe I just can figure it out?) I mean. If this image: generates this map: Then how would it, with nice transitions, where both grass and desert got a transition-type towards each other and also towards water generate this map? or this map: It seems that no matter how I generate my terrain, I'll end up with transitions that probably don't fit? I hope I'm making myself clear. I'll try rephrasing, to make sure everyone understands. I know how to make (albeit maybe inefficient) different tiletypes, and how to make transitions between them all. My problem is when 3 different tiles are neigbours, and the 3 different transitions shares borders. How do I make sure that it looks natural? Sorry if this is newbiesh questions. But I'm learning a lot, and I'm very grateful that both of you take the time to give insightful answers
  3. MartinMouritzen

    Tile transitions

    Hello again everyone. I'm not sure if I should post a new thread for this, but I guess it more or less belongs here. So I hope anyone will read it I followed wyrframe's advice, and I've more or less finished the transition from water to desert. This looks nice. I've also begun the grass to desert transition. Example: Now, the problem is this. I'd like to make a water<->grass transition too. Because it looks kinda egyptian desert-ish even when I don't have sandtiles, when all "grass<->water" becomes "grass<->desert<->water" (I hope I'm making myself clear). Now, I can easily program this, but I'm somewhat confused. Here's an image more. I've made one alteration to it, and put another tile of grass where there were desert before. How would I make the transition to that, when there's 2 desert tiles as neigbours? Here's another image, I hope that makes my question clearer. My question is: Do I have to make tile-transition-transitions? That would seem like a lot of extra work. Or am I missing some obvious technique?
  4. Greetings! I'm not sure this is the correct category to place the post. So let me know if it should be moved. I'm currently creating my own tile-engine. And I quickly found out that drawing the whole screen each paint loop brought FPS way down. Now I employ a technique where I put a tile/object as dirty, if something moved in front of it (or if it has changed frame in it's animation) and that's a lot better, however I don't have that many objects on the screen yet. And I fear for when I have lots of moving objects (because then more and more of the screen will need repainting each loop). For what it's worth, I'm building the engine using HTML5 (Canvas and javascript). I've seen videos of another tile engine built using those technologies, and it seems to have worked out the problems, so I guess it can be done. I just don't know how [media][/media] I've thought about rendering all the "base tiles" (grass, road, etc.) into one "huge" image each time the map is scrolled, so each iteration I won't have to loop through all the tiles and paint those. But just paint the cached background-image. I guess that'd at least give some performance. But I guess it will be impossible if I want animation in the scenery (waves on the water etc.) Do anyone have good advice on getting the most performance, building an isometric tile engine?
  5. MartinMouritzen

    Dynamic viewport similar to Pokemon

    You're probably better off asking about it in their own forum, unless you're lucky enough that a person in here got experience using their engine. I can see from the source in one of their demos: function scroll(e) { var dx = base.x - e.clientX, dy = base.y - e.clientY; base = {x: e.clientX, y: e.clientY}; Crafty.viewport.x -= dx; Crafty.viewport.y -= dy; }; which (as you can see) is the code to scroll during a mousepress. So to move the viewport, it looks like all you have to do is add or subtract from Crafty.viewport.x/y
  6. MartinMouritzen

    Tile transitions

    Wyrframe: That's brilliant. Thanks alot. I hadn't thought about that at all. Very simple trick, but oh so helpful! By the way. I finished making the coast-to-sand transitions, and made them draw nicely. (Never mind the graphics, it's more or less just placeholder graphics until I decide to improve it)
  7. MartinMouritzen

    Tile transitions

    Another post from myself. ;) I've looked at screenshots from other games, and it looks like the most easily implemented tile-transition is just to have one generic transition for each tile-type, for example here: which, as far as I can see, has a basic coast-transition no mater if the bordering tile is grass, desert or plains. - I guess that will be the way I go, at least in the start. But I'm still curious of other (prettier) ways to do it, so if anyone got any links or hints or anything at all, I'd be very grateful.
  8. MartinMouritzen

    Tile transitions

    Okay, I guess I still have some trouble. I implemented the algorithm from above, and it works perfectly well when there's only 2 types of tiles, eg. grass and water. But as soon as there's another tiletype, eg. desert, then it doesn't really look pretty. How do other people make their tile-transitions pretty? Let's take an example WWD GDW WWG Where grass is G, Desert is D and Water is (you guessed it) W. With a generic coast line always on top I can somewhat make it look non-ugly. But I doubt that's how everyone else does it. I can't seem to figure out how for example CivWorld does it. Except it looks like grass is painted above plains. It seems like both plains and grass got their own set of coastline-art. I've tried googling a lot for other articles on tile transitions, but I can't seem to find anything else than the article I mentioned in the original post
  9. MartinMouritzen

    Tile transitions

    Ah. I think I've figured it out myself. I didn't quite catch the part about having 2x4 bits and figuring the sides our first, and then the corners.
  10. MartinMouritzen

    Tile transitions

    Greetings! I'm currently trying to add transitions to my different tiletypes. But I'm having a bit of trouble figuring out how. I've read this article on terrain transitions, but even though I understand the theory behind it, I can't quite figure out the smartest way to do it. The method in the article creates 32 images, with which you can make the 256 possible terrain transitions. So far so good. I can easily understand it, and in theory I know perfectly well what to do. But how do I calculate how and when I need 2 of the transitions shown at the same time. For example if I needed a transition like this: I'm sure/hope it's just something I haven't thought about, and probably an easy question to answer
  11. MartinMouritzen

    Building a map and navigating

    Tiblanc: That sounds like exactly the thing I want to do. Do you know of any tutorials about that kind of engine? (or if it's called anything specifically so I can google it myself).
  12. MartinMouritzen

    Building a map and navigating

    I'm pretty sure I understand you. But let me change my requirement to "I'd like to have 3-4" story houses, where characters can walk on each story simultaneously.". - Now I probably won't need this, but since I'm making the game-engine myself, and don't really have a deadline, I'd like it to be as flexible as possible. Also, what I'd really like is for tiles and objects to be "the same thing". The way I'm thinking, I'd make it so that tiles were just objects, with a height (or depth, or whatever you'd call it). That way I could make a "stair object" which would be possible to ascend, or a sloped tile, or hanging platforms. And it would also be possible to stack objects on top of each other. That way I could by having one simple box object, create most of the figures here: http://2.bp.blogspot...ractise.001.jpg (just an example I found). - That seems pretty flexible. Am I making sense?
  13. Hi everyone, I'm creating an isometric tile-game-engine in HTML 5 (canvas) for a project. I've already created a simple two dimensional array with different tiles, a two dimensional array of objects and a two dimensional array of persons. I manage to paint them correctly and have even got some simple scrolling, pathfinding and a mapeditor working. Now I'm considering if I'm going down a wrong path. Because I'd like to have bridges too, where you can pass under it, as well as go over it. And it seems like that would be a bitch too implement the way I'm going. What I'm considering is throwing out the tile array, and only having the "object" array, which now should include tiles too. And then somehow have a height attribute on that too, and then make some logic, so that characters can go from walkable object to walkable object if the object height is no less than 30 pixel from the one the character is coming from. Does this sound smart at all? Or is it stupid? Since I'm new to this whole thing, I don't know if I'm doing it all wrong (I tried to both google and look in the forum for similar topics, but I couldn't find anything. But maybe it's because I don't know what terms to search for). I don't know if it's helpful at all, but I've attached a screenshot from the game. [attachment=4044:tilegamescreenshot.jpg] Thanks in advance, Martin.
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