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Re: What's everyone working on? (tigsource inspired)
Posted: Sat Aug 03, 2013 1:13 pm
by StoneCrow
Finishing writing an object orientated ( kinda ) map engine and a mapmaker for that hopefully using procedurally aligned chunks of map to create large linear maps.
Re: What's everyone working on? (tigsource inspired)
Posted: Sun Aug 04, 2013 1:22 pm
by adnzzzzZ
Re: What's everyone working on? (tigsource inspired)
Posted: Sun Aug 04, 2013 6:40 pm
by StoneCrow
Here's a shot of that map engine, it's still early days and I'm definitely going to be using it for my next game in a big way!
- ow_gridify01.png (24.59 KiB) Viewed 5049 times
Okay so whats going on here you ask?
well the mapper is displaying a small 3x3 map, currently the only non-automatic part is the positioning and rotation of tiles onto the map ( that's where the mapmaker comes in next ), the tiles are cropped automatically into a reference table within the maps namespace and the tiles are placed and drawn automatically onto the grid with functions also!
Code: Select all
imagesheetreference = love.graphics.newImage("basic.png") -- grabbing the image
map = require "ow_grid" -- adding the functions to the map
map:setup(imagesheetreference,5,100,100) -- setting up the maps info and tile references
-- here is the last hand written difficult bit the positioning and map size, the editor will remove the need for this.
map:create(
3,
3,
{
{1,1,{4, r = 0}},
{2,1,{3, r = 90}},
{3,1,{4, r = 90}},
{1,2,{3, r = 0}},
{2,2,{1, r = 0}},
{3,2,{3, r = 180}},
{1,3,{4, r = 270}},
{2,3,{3, r = -90}},
{3,3,{4, r = 180}},
}
)
function love.draw()
map:draw(100,100) -- where the map section is drawn
end
I was going to use images to place map parts but since the main use is for top down or orthogonal it would be a massive pain to support image rotation with the single reference image format without hugely over complicating it.
I have sat down and started to write mapmakers before but hit problems with my map format, I really like this one so as long as money problems don't start cropping up I will hopefully be able to finish this one!
Re: What's everyone working on? (tigsource inspired)
Posted: Thu Aug 08, 2013 11:57 pm
by tepaterf
I started working on my Columns game again. :>
- ObxgFsN.gif (613.75 KiB) Viewed 438 times
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Aug 09, 2013 12:12 am
by Jasoco
I love it. Love it. Really nice.
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Aug 09, 2013 12:19 am
by raidho36
Pony columns? Lol ok, nice. I would really like it having vector high resolution graphics though. Or at least make the cutie pieces have more distinct colors, like kindness is strikingly teal and generocity - white (sligthly blue). Also, make laughter piece have it's blob part larger.
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Aug 09, 2013 12:30 am
by tepaterf
Thanks for the compliments. :> The pony pieces are just something I made for fun, and it will probably end up being a theme, or texture pack, in the future, since I wanna have that kind of system in place for multiplayer.
Re: What's everyone working on? (tigsource inspired)
Posted: Fri Aug 09, 2013 4:27 am
by cpellens
This
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Aug 10, 2013 7:07 am
by CaptainMaelstrom
vector high resolution graphics
raidho36: What? I was under the impression LÖVE only supports rasterized graphics??
But yeah tepaterf: it looks really cool. I got introduced to Columns late, but I played a ton of it with friends. Really fun party game.
Also, cpellens, that looks really cool. What's the resolution of one tile? 128x128? Looks really smooth, almost vector-like.
Re: What's everyone working on? (tigsource inspired)
Posted: Sat Aug 10, 2013 1:26 pm
by SimonLarsen
Lukas and I have been working on a small project to kill time.
We posted some screenshots here yesterday:
http://tangramgames.dk/2013/08/10/sss.html