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kv83
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by kv83 » Tue 17 Jul, 2007 10:55 pm
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
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.
tr1p1ea
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by tr1p1ea » Wed 18 Jul, 2007 1:11 am
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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by anykey » Wed 18 Jul, 2007 5:18 am
yeah...close, but the height is a little out of whack.
nice, though.
I think, therefore iMac
kv83
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by kv83 » Wed 18 Jul, 2007 7:48 am
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
Dwedit
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by Dwedit » Wed 18 Jul, 2007 10:36 am
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'.
kv83
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by kv83 » Wed 18 Jul, 2007 10:37 am
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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by benryves » Wed 18 Jul, 2007 10:45 am
Looking cool, though I agree with the comments on the slightly strange heights.
Are you only using XNA's limited class library?
kv83
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by kv83 » Wed 18 Jul, 2007 3:18 pm
Define limited?
kv83
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by kv83 » Wed 18 Jul, 2007 8:39 pm
Ok. I changed the height to 80. The result;
Is this better?
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by Super Speler » Wed 18 Jul, 2007 8:59 pm
Sort of, however when overlapping with the row behind it is ugly. It would look much better in an isometric view.
kv83
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by kv83 » Wed 18 Jul, 2007 10:05 pm
I don't have isometric tiles, and I don't plan to make them... so that's propably not an option
thanks though
tr1p1ea
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by tr1p1ea » Thu 19 Jul, 2007 1:19 am
Ok, yeah thats looking right now kv83. Did you ever think about a calc version?
.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
kv83
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by kv83 » Thu 19 Jul, 2007 8:14 am
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;
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
. I'm not really into ASM atm. Maybe sometime in the future again.
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by coelurus » Thu 19 Jul, 2007 8:20 am
I prefer it when the tiles are not "synced", looks too planned and thought out as it is now
Cute.
kv83
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by kv83 » Thu 19 Jul, 2007 8:49 am
Can you define "synced"? Do you mean the pattern on the cubes itself? Or am I missing something here?