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beaner

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About beaner

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  1. Need some file format info...

    Thanks. I think this will keep me busy for a while.
  2. Need some file format info...

    Yes, I tried it and they have no entry for it.
  3. Does anyone know where I can get information regarding the .d2s file format? This is the Character file from Diablo II, and I am interested in the Expansion version 1.11b.
  4. collision detecting Q

    Good suggestions, thanks guys... but, how do I access my tilemap to see if something is in the way or not? Use screen coordinates, or map coordinates? I guess it wouldn't matter... I know this is simple stuff but for some reason I am drawing a complete blank. My engine is much like super metroid, and I could deal with each "room" at a time to see where the solid blocks are... I guess I just don't know how to switch from the tile map knowing whether or not a solid tile is there and the player sprite knowing whether or not one's there... for instance, if my tilemap is an array of tiles, what exactly do I tell the sprite to look for since the tiles are in "cells" and my sprite is not... However, I think I can figure something out (when I get time to work on it, of course, hehe). I think that maybe I can have several offscreen surfaces that represent different layers in the game... the solid tiles and the sprites can be drawn in the same layers, then I can scan to see if the bottom of my guy is touching a non-transparent pixel, use the suggestions you guys gave me to do what's necessary, then draw the overlays... Thanks fellas!
  5. collision detecting Q

    I am at a point in my tile (sidescrolling) engine design where I need to consider how to detect if my main player sprite (or enemy sprites) are hitting a solid tile, so that I can stop the motion of the sprite. my basic tile is a struct that consists of a graphic index (number of the tile graphhic) and a tile type (whether it is solid or not). I am thinking I should ask the sprite whether or not it is touching a solid, impassable tile and then stop it's movement towards the ground, but I am not exactly sure how to implement this. Are there any suggestions out there?
  6. Need some advice for tilemap design

    Thanks, all good advice. I planned on making doors special objects that linked to other doors, but I just wanted to be sure I could make an accurate representation of the world on a world map. It is true that by linking the doors, no one would really notice, but if the doors in 2 different rooms were offset by like half a screen, the world map may not be accurate. In super metroid, the squares on the world map represent one screen (16x16 tiles that are 16x16 pixels each)... However, you all have given good advice and have some really good ideas... I should be able to pull something together. Thanks, and I will send you a message, leiavoia.
  7. Need some advice for tilemap design

    Thanks for the advice, Sijmen. That's the idea I had in mind, but then the question of the doors came in... I know that I can avoid the problem in the design, but I might not catch a door that is off by, say, one tile... how can I have the editor catch this for me? plus the world editor must distinguish the boundaries of the room (so a correct sized tile map is opened up when double-clicked), and allow for irregular shaped rooms... I will play with a bit when I get some spare time because I think I can come up with some more ideas. Thanks for the advice, and if you have any more please post!
  8. Wasn't sure where exactly to address this, so I put it here... I am designing a 2D tile engine that is very similar to Super Metroid. I want to treat each individual room as a separate tilemap, and then arrange them in a larger world map like in the Metroid game. The only problem I am having is how to get around the possible error of mismatching doors... if the are not lined up the same on adjacent rooms (the door that they share) then there may be complications... I just don't know how to make the program handle this if it occurs... Also another difficulty I am having is how I can layout the world... would it be better to lay out the world in a "world editor" then edit each room in a "room editor", or should I just design each room, link them with doors, and just create a representative graphic for the world? But then... what if it is not exactly correct? any advice out there?
  9. POV Ray 3.6 Media Question...

    Thanks Fingers. I had a hollow, transparent sphere with media scattering just as you say, but it was too bright, and the best I could do looked pretty good, but it was kinda hazy. I will try this out.
  10. How can I use it to render realistic atmospheres on planets (looking from out in space)?
  11. Thanks guys. That was very helpful.
  12. Look, I am really really sorry for asking the following questions, as I know they have probably already been thoroughly covered before. However, I looked through the threads and on the web and haven't been able to find suitable answers... 1) What is Visual C++.Net anyway and how does it differ from previous versions of VC++? 2) Could I actually benefit from making the move to that package for developing games? 3) How is C# different from straight ol' C++? 4) Is any of this DirectX compatible? Thanks in advance, and be gentle in your replies.
  13. yes, that does work... but no better than camera{orthographic location<100, 81.4, 100> look_at<0, 0, 0>} However, it does keep the object the same size when a different resolution is used. Thanks, markr
  14. This is a basic question: How do I set up POV Ray to render in a perfect isometric projection with no perspective?
  15. Sorry this is such a newbie question, but where can I find info on basic 3D programming so that I can make a 3D program that acts on points, lines, and bezier curves and then displays my "3D" objects as a 2D isometric view (with capability of rotating in 16 directions)?
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