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I see it too, but then again I'm really, really tired.
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# ¿ May 30, 2008 22:30 |
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# ¿ May 4, 2024 08:16 |
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I love this thread. It's always interesting to see what people are working on. My own contribution isn't anywhere near the same level as most of the projects here, but I'm quite pleased with it. Basically, it's a small program that reads a bitmap 'save' file like this: and turns it into a map for a small game I'm working on, that looks like this: Click here for the full 646x514 image. Yes, those are Advance Wars graphics. It's not just graphical, each tile holds details such as terrain type, and eventually buildings and units as well. Getting each tile to display the correct 'orientation' (corners, straight up, junctions etc.) was pretty tricky, and all the code related to loading and displaying the map is horrible messy and bloated, but I'm nevertheless pleased with the result. It's one of the most complex things I've made so far, and I've enjoyed it. EDIT: Managed to add in bridges that the loader class automatically inserts and orientates. Also began to place restrictions on what can go where; no buildings in rivers or oceans, for example. Is this a good place to ask other people to take a look at code, and ask for advice, or would the appropriate language megathread be more suited? Staggy fucked around with this message at 23:07 on Jul 22, 2008 |
# ¿ Jul 22, 2008 20:15 |
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That looks great - I don't know exactly how you're getting the sprites, but if you're ripping them directly may I recommend http://www.spriters-resource.com/gameboy_advance/advwars2/index.html ?
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# ¿ Mar 23, 2009 20:22 |
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It may only be a simple tile-based game, but this is the first time I've ever done stuff like A* searching and Flood Filling. It's not much to look at, but I'm pleased to be moving onto more interesting stuff than code:
Click here for the full 628x506 image. Unfortunately, there's still a weird bug with the Flood Filling whenever I start exactly two tiles above or below a wall ( but not when it's to either side ).
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# ¿ Aug 31, 2010 16:11 |
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SlightlyMadman posted:It uses roguelike perma-death (and death comes very very easily), but the trick is that you can keep playing as a survivor you've rescued, so you have strong motivation to keep them alive. That's a really cool idea. I'm not sure how generous you're going to be with finding more survivors, but I can totally see the atmosphere getting more and more tense as the number of people left slowly dwindles. Eventually it's just the two of you, and when something goes wrong at the worst possible moment you're left wandering, totally alone. It also opens the door to cinematic "Go on without me!"/"I'll hold them off!" moments.
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# ¿ Jan 4, 2011 23:06 |