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PostPosted: Thu 19 Jul, 2007 9:37 am 
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kv83 wrote:
Define limited? :P
The Xbox 360 only supports a limited subset of the .NET Framework class library (I believe it's closer to the compact framework).
kv83 wrote:
Ok. I changed the height to 80. [...] Is this better?
Yep :D


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PostPosted: Thu 19 Jul, 2007 9:59 am 
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Ah, well I guess i'm using it, though I didn't ran into any limitations. Why? Are there any? And if so, is there any way to work with an unlimited?

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PostPosted: Thu 19 Jul, 2007 10:14 am 
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kv83 wrote:
Ah, well I guess i'm using it, though I didn't ran into any limitations. Why? Are there any?
Well, obvious things like no System.Windows.Forms support. ;) System.Drawing is an interesting one, as you end up with a myriad conflicts between its types and XNA's types (I use System.Drawing in my current XNA project).

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And if so, is there any way to work with an unlimited?
Just add the references to your project as you normally would. Naturally, this breaks Xbox 360 compatibility.


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PostPosted: Thu 19 Jul, 2007 10:55 am 
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Ah. I don't care that much about 360 compatibility :). I didn't have to till now, but thanks for the tip :)

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PostPosted: Thu 19 Jul, 2007 3:06 pm 
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wow, and the shadows are software generated? Awesome! (I wish I could do that...)

and an isometric grayscale smoothscrolling calc game would be cool :mrgreen:

great work!


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PostPosted: Thu 19 Jul, 2007 5:55 pm 
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Synced tiles = in this case, a pile of two tiles makes the top tile line up with the row of tiles behind the current. Expressed in terms of tile dimensions, the thickness of two tiles equals the Y-side of one tile.

Anyway, I think you get the idea :) Perhaps having different tile types will help, but then having nonsynced tiles will look even better imho.


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PostPosted: Thu 19 Jul, 2007 6:02 pm 
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Ah. You mean you cant place tiles like this:
_#
##

In which the above tile stands on two other tiles? Yeah, it's kinda a tradeoff I guess.

Oh btw, engine has been adjusted to support the tiles I posted. No shadows yet.
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PostPosted: Thu 19 Jul, 2007 9:16 pm 
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I was interested in the graphics style and got bored, so I made some 24x24 grayscale ones. I don't think they line up quite right after stacking 4 times though, maybe it was a mistake during my custom alignment.

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PostPosted: Thu 19 Jul, 2007 9:26 pm 
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@kv: I don't know why but it looks a bit odd in the middle


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PostPosted: Thu 19 Jul, 2007 10:10 pm 
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awesome tiles DA

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PostPosted: Fri 20 Jul, 2007 3:27 am 
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Looks cool kv83, and you've converted those tiles really well DarkAuron! Pity they are too big for an 83 game :(.

EDIT - Here are some 16x16 ones - no credit to me, they are just DA's cropped or quickly redone smaller, only to see if things are half feasible at a calc res:
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PostPosted: Fri 20 Jul, 2007 5:24 am 
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wow nice tiles you have here, and i never heard of this game before, keep it up!

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PostPosted: Fri 20 Jul, 2007 7:21 am 
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I wouldn't call it a game, as it looks more of just a fun project. Looks great though kv83!


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PostPosted: Fri 20 Jul, 2007 7:55 am 
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Hey, great tiles there DA and tr1p :D _O_

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I don't know why but it looks a bit odd in the middle
I think that's because there is no shadow yet... don't know though for sure. I was thinking about some changes to let the tiles look more like they belong together instead of individual blocks :) Maybe I'll cook up something in the weekend.

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Pity they are too big for an 83 game
You could use them to make a game with only one "base"-layer and objects on it. They look rather nice!

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as it looks more of just a fun project
Indeed. It's more of a "proto-typing" and "go-with-the-flow" thing than a real game-project :) It's really fun to do though.

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PostPosted: Fri 20 Jul, 2007 2:58 pm 
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I've scaled them down to 12x12px, should fit even better for a calc, credit goes to tr1p1ea and DarkAuron:

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Anyone getting itchy to make a calc game?


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