Barebones Isometric Map + Camera Panning

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ninwa
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Re: Barebones Isometric Map + Camera Panning

Post by ninwa » Sat Oct 16, 2010 5:56 am

Took me forever to get it working but you can now draw maps in a string format and have them displayed. Next step is editor mode and importing/exporting maps! :o)

-Ninwa

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Re: Barebones Isometric Map + Camera Panning

Post by arquivista » Sat Oct 16, 2010 7:04 am

ninwa wrote:Took me forever to get it working but you can now draw maps in a string format and have them displayed. Next step is editor mode and importing/exporting maps! :o)

-Ninwa
I liked to see the parsing string map option. You gonna add more types of cubes/units right? I'm curious about the way you gonna parse with multiple tiles. Perhaps a translator table of the char to desired tile object info and a universal reader that reads the table should do the trick. The string map remind me the techniques used in roguelikes maps.

About the mouse movement dragged or not don't care really, it's a matter of option and taste. We see both options applied in several games.
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ninwa
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Re: Barebones Isometric Map + Camera Panning

Post by ninwa » Sat Oct 16, 2010 7:11 am

arquivista wrote:
ninwa wrote:Took me forever to get it working but you can now draw maps in a string format and have them displayed. Next step is editor mode and importing/exporting maps! :o)

-Ninwa
I liked to see the parsing string map option. You gonna add more types of cubes/units right? I'm curious about the way you gonna parse with multiple tiles. Perhaps a translator table of the char to desired tile object info and a universal reader that reads the table should do the trick. The string map remind me the techniques used in roguelikes maps.
Absolutely correct, it would use a tileset table 'g' = grass, etc. I'm probably going to put it on hold for awhile and finish my other game, but I want to build on this to make at least some sort of demo. I found it interesting and had never dealt with isometric tiles before so it was a good learning experience. There's so much you could add, and there are other demos which do this much better (two on the front page of this section :)). Someone should seriously build a isometrically tiled engine that we can all use it.

You guys here that? You can even call it tits. Tiles, isometrically tilted, sweet... :)

Thanks for checking it out! :)
-Nin

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Re: Barebones Isometric Map + Camera Panning

Post by zac352 » Sat Oct 16, 2010 1:51 pm

ninwa wrote:
arquivista wrote:
ninwa wrote:Took me forever to get it working but you can now draw maps in a string format and have them displayed. Next step is editor mode and importing/exporting maps! :o)

-Ninwa
I liked to see the parsing string map option. You gonna add more types of cubes/units right? I'm curious about the way you gonna parse with multiple tiles. Perhaps a translator table of the char to desired tile object info and a universal reader that reads the table should do the trick. The string map remind me the techniques used in roguelikes maps.
Absolutely correct, it would use a tileset table 'g' = grass, etc. I'm probably going to put it on hold for awhile and finish my other game, but I want to build on this to make at least some sort of demo. I found it interesting and had never dealt with isometric tiles before so it was a good learning experience. There's so much you could add, and there are other demos which do this much better (two on the front page of this section :)). Someone should seriously build a isometrically tiled engine that we can all use it.

You guys here that? You can even call it tits. Tiles, isometrically tilted, sweet... :)

Thanks for checking it out! :)
-Nin
How about using string.byte(char) for the key in your table? 256 combinations when encoded in the standard char format. A lot more when in utf_8.
You should also split the terrain into chunks, and have the player tell you what each block in the chunk is. line breaks being x and y, while the length is the chunks in that column?

I should probably stop now, that sounds too complicated already. :o:
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Re: Barebones Isometric Map + Camera Panning

Post by bmelts » Sat Oct 16, 2010 5:01 pm

Why use string.byte? Strings are perfectly valid table keys, it seems more intuitive to use them instead of a byte representation.

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Re: Barebones Isometric Map + Camera Panning

Post by bartbes » Sun Oct 17, 2010 8:03 am

And they are locale independent.

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Re: Barebones Isometric Map + Camera Panning

Post by arquivista » Sun Oct 17, 2010 11:47 am

ninwa wrote: Absolutely correct, it would use a tileset table 'g' = grass, etc.
When doing the now abandoned roguelike engine I thought and meditated about do or not in string format like in classical rogues. However I didn't do it for some reasons:
  1. 1 - I didn't want to do a console version of engine but only a graphical tiled version.
  • 2 - The map engine was intended to be random and procedural constructed and not have a fixed designed map so meta-symbol the units wouldn't be much helpful since no "human" map design was required. However for do some kind of vault templates could be useful.
  • 3 - Also a direct tile/number assignment would make engine faster. Parsing string conversion would be one more operation to "slow" down the engine.
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Re: Barebones Isometric Map + Camera Panning

Post by Robin » Sun Oct 17, 2010 1:42 pm

arquivista wrote:I didn't want to do a console version of engine but only a graphical tiled version.
You can map strings to Images/Quads just like you can with numbers. ;)
arquivista wrote:The map engine was intended to be random and procedural constructed and not have a fixed designed map so meta-symbol the units wouldn't be much helpful since no "human" map design was required. However for do some kind of vault templates could be useful.
It could help in debugging though.
arquivista wrote:Also a direct tile/number assignment would make engine faster. Parsing string conversion would be one more operation to "slow" down the engine.
Not if you use strings as keys.
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Re: Barebones Isometric Map + Camera Panning

Post by arquivista » Tue Oct 19, 2010 4:57 pm

Robin wrote:
arquivista wrote:I didn't want to do a console version of engine but only a graphical tiled version.
You can map strings to Images/Quads just like you can with numbers. ;)
arquivista wrote:The map engine was intended to be random and procedural constructed and not have a fixed designed map so meta-symbol the units wouldn't be much helpful since no "human" map design was required. However for do some kind of vault templates could be useful.
It could help in debugging though.
arquivista wrote:Also a direct tile/number assignment would make engine faster. Parsing string conversion would be one more operation to "slow" down the engine.
Not if you use strings as keys.
Robin, I forgot to answer to this before. Sorry the late response and my ignorance but I don't think I reached well your points about the Quad or use directly the string as keys. About the Quad are you talking of have of alphabet image to be "quad" or there is a direct way of LOVE translate/raster the the strings "a","b", etc to images? And about "use string as keys" can you explain better this point?
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Re: Barebones Isometric Map + Camera Panning

Post by Robin » Tue Oct 19, 2010 6:47 pm

arquivista wrote:Robin, I forgot to answer to this before. Sorry the late response and my ignorance but I don't think I reached well your points about the Quad or use directly the string as keys. About the Quad are you talking of have of alphabet image to be "quad" or there is a direct way of LOVE translate/raster the the strings "a","b", etc to images? And about "use string as keys" can you explain better this point?
Hm, I simply meant that you can have {a = someQuad, b = someOtherQuad} just as well as {someQuad, someOtherQuad}. The difference is that you can use a and b in your map file without having to convert it to a number.
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