[CuteGod] Discontinued

Projects that are no longer in development anymore.

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kv83
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[CuteGod] Discontinued

Post by kv83 »

Yeah, i'm trying my hands on the prototyping challenge of the site I posted some weeks ago in pixal art;
http://lostgarden.com/2007/05/cutegod-p ... lenge.html

After two hours of programming I got a nice random-based map with dynamic generated shadows :)
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I'm programming in C# with XNA. Just thought some of you might find this intresting. Don't know whether I'll ever see it as a real project, but thought it might be cool to get me starting with XNA :)
Last edited by kv83 on Tue 20 May, 2008 12:47 pm, edited 1 time in total.
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tr1p1ea
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Post by tr1p1ea »

Looking pretty sweet so far kv83, im just having a little truble following the perspective. The heights seem a little out of whack?

EDIT - This would make a cool calc game :).
Last edited by tr1p1ea on Wed 18 Jul, 2007 6:15 am, edited 2 times in total.
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anykey
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Post by anykey »

yeah...close, but the height is a little out of whack.
nice, though.
I think, therefore iMac
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kv83
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Post by kv83 »

Yeah, i played a little with hight already. Can't get it really to work though. Maybe i'll try something else later this evening :)
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Dwedit
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Post by Dwedit »

Horizontal distance between tiles should be 100, vertical distance (same level) should be 80. Each time you go up or down a level, should add or subtract 40 pixels.
These tiles are drawn spaced too far vertically.
You know your hexadecimal output routine is broken when it displays the character 'G'.
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kv83
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Post by kv83 »

I have the 100 and 40, however... 80 feeled akward, so I used 85, which looked less akward. i'll post a picture this evening with 80 :)
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Post by benryves »

Looking cool, though I agree with the comments on the slightly strange heights. :)

Are you only using XNA's limited class library?
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kv83
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Post by kv83 »

Define limited? :P
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kv83
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Post by kv83 »

Ok. I changed the height to 80. The result;

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Is this better?
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Post by Super Speler »

Sort of, however when overlapping with the row behind it is ugly. It would look much better in an isometric view.
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kv83
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Post by kv83 »

I don't have isometric tiles, and I don't plan to make them... so that's propably not an option :) thanks though
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tr1p1ea
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Post by tr1p1ea »

Ok, yeah thats looking right now kv83. Did you ever think about a calc version? :).
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kv83
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Post by kv83 »

kv83 wrote:I don't have isometric tiles, and I don't plan to make them... so that's propably not an option :) thanks though
Heh. Even though I said I don't plan to make them I got around to actually make some;
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Comments are appreciated of course :)
tr1p1ea wrote:Did you ever think about a calc version?
Nope. Feel free to use the concept. It isn't even mine concept :P . I'm not really into ASM atm. Maybe sometime in the future again.
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Post by coelurus »

I prefer it when the tiles are not "synced", looks too planned and thought out as it is now :)

Cute.
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kv83
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Post by kv83 »

Can you define "synced"? Do you mean the pattern on the cubes itself? Or am I missing something here?
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