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 Post subject: [CuteGod] Discontinued
PostPosted: Tue 17 Jul, 2007 10:55 pm 
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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 :)

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Last edited by kv83 on Tue 20 May, 2008 12:47 pm, edited 1 time in total.

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PostPosted: Wed 18 Jul, 2007 1:11 am 
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Location: I cant seem to get out of this cryogenic chamber!
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 :).

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Last edited by tr1p1ea on Wed 18 Jul, 2007 6:15 am, edited 2 times in total.

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PostPosted: Wed 18 Jul, 2007 5:18 am 
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yeah...close, but the height is a little out of whack.
nice, though.

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PostPosted: Wed 18 Jul, 2007 7:48 am 
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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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PostPosted: Wed 18 Jul, 2007 10:36 am 
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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.

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PostPosted: Wed 18 Jul, 2007 10:37 am 
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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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PostPosted: Wed 18 Jul, 2007 10:45 am 
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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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PostPosted: Wed 18 Jul, 2007 3:18 pm 
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Define limited? :P

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PostPosted: Wed 18 Jul, 2007 8:39 pm 
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Ok. I changed the height to 80. The result;

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Is this better?

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PostPosted: Wed 18 Jul, 2007 8:59 pm 
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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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PostPosted: Wed 18 Jul, 2007 10:05 pm 
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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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PostPosted: Thu 19 Jul, 2007 1:19 am 
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Ok, yeah thats looking right now kv83. Did you ever think about a calc version? :).

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PostPosted: Thu 19 Jul, 2007 8:14 am 
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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;
Image Image Image

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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PostPosted: Thu 19 Jul, 2007 8:20 am 
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I prefer it when the tiles are not "synced", looks too planned and thought out as it is now :)

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PostPosted: Thu 19 Jul, 2007 8:49 am 
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Can you define "synced"? Do you mean the pattern on the cubes itself? Or am I missing something here?

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