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| 09 Aug 2012 08:51 AM |
Cuz im too lazy to make 3d stoof
STEP 1: -Make chunk class STEP 2: -Make chunk renderer class and make it draw random color rectangles for each tile STEP 3: -Make it load png's STEP 4: -etc. STEP 5: -??? STEP 8: -Profit!
Does that sound like a good idea? |
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su8
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| Joined: 06 Mar 2009 |
| Total Posts: 6334 |
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| 09 Aug 2012 09:34 AM |
| nuu zomb game means its survivalish, there doesnt need to actually be zombs. cuz im too lazy to program em. |
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| 09 Aug 2012 09:37 AM |
"meant to be survivalist"
"no zombies"
well, what's the fun in that? |
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| 09 Aug 2012 09:47 AM |
| O.o then what will you be surviving. |
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| 09 Aug 2012 10:20 AM |
^
imagin der zombes den radio dun progrem dum
if u killd by maginery zombeis jest rustard |
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su8
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| Joined: 06 Mar 2009 |
| Total Posts: 6334 |
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| 09 Aug 2012 10:23 AM |
| my zombies were so stupid, no astar pathfinding derpp, that's why i made easy maps <333 |
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| 09 Aug 2012 10:32 AM |
| wot is paster pat finedning? |
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su8
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| Joined: 06 Mar 2009 |
| Total Posts: 6334 |
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| 09 Aug 2012 10:34 AM |
ok my returded program can now draw a grid of tiles (each is 2 triangles) with a texture on it :D
Progress... Progres... yus....
WATDO NOW
I guess i need it to read the coords and texture to use from de tiles, and i need a way to load dem textures... |
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| 09 Aug 2012 10:34 AM |
pasta iz just lik
dish.add(paster)
den it dun k? |
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SN0X
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| Joined: 24 Oct 2011 |
| Total Posts: 7277 |
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| 09 Aug 2012 10:43 AM |
nou u n0b best-first pathfinderg is bettr a /8* pathfid is not gd inough and slow u n000000000000000000000b:rep(math.,huge()!!!)
y u no best-frst |
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| 09 Aug 2012 10:56 AM |
dish.add(morepasta) dish.add(stuffsn0xdoesntlike) dish.forcefeedto(sn0x) |
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SN0X
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| Joined: 24 Oct 2011 |
| Total Posts: 7277 |
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| 09 Aug 2012 10:59 AM |
dish.add(unnoticableaddictivesubstances) dish.add(pie) dish.add(unnoticablepoison) dish.trickgivefromlovedonesothattrappingisalllikewhythankyouthatsreallyniceilleatitallupbecauseoftheaddictiveharmfulystufffweeeee(trappingnoobs) |
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| 09 Aug 2012 11:05 AM |
| that is the longest most unuseful function i've ever encountered |
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| 09 Aug 2012 11:12 AM |
fug GOBWEY OUTTA MAH DISH IF U JUST GUNE SPOM G?
idk watdo next D:
im too lazy to pick on at random...
Lets see...
DONE: -2D chunk geometry generating & rendering
TODO: -Have long list of tile types containing texture and texture coords to use
-Texture loading thingy
-Have tiles tell which type they are
-Make tex coords update correctly when triangles be editored
-Work on world coordinates so each chunk is positioned right
-Make multiple chunks possibul
-MAKE PLAYEH YAY |
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zars15
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| Joined: 10 Nov 2008 |
| Total Posts: 9999 |
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| 09 Aug 2012 11:42 AM |
| Shuusshhh... He doesn't want to spoil zombehs! I bet he is trying to get suprise element, laik zombs with jetpacks! |
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| 09 Aug 2012 11:45 AM |
| inb4zomgyouruinedthesurprise |
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| 09 Aug 2012 02:35 PM |
Its top down, zombs cant fly! :c
Actually i want to make it a 3d grid to have buildings etc. so i could use it to make a 3d version.... But initially 2d grid then 2d with many layers...
Wat if i evolution zombs which become moar advanced if theres resistance from players (so they adapt o.o) |
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| 09 Aug 2012 02:36 PM |
o.e
bulletproof zombs
umgiwant |
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Garnished
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| Joined: 09 Apr 2012 |
| Total Posts: 12695 |
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| 09 Aug 2012 02:44 PM |
O.o
It's hard being a oompa loompa. |
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| 09 Aug 2012 03:07 PM |
I was thinking of doing it like 1. 2d single layer tile grid
2. 2d grid, multiple layers (ground, middle, tree leaves rooves etc.)
3. 2d grid with multiple layers (multi floor buildings, tunnels...)
4.Same as 3 but if youre high and see ground, its smaller cuz perspective and moves faster when u move than the layer ur on.
5. Same as 4 but also draw the edge surfaces of tiles
6. Add rotation, move view to head of player, make add support for meshes for players and other objects. (=mc stage)
That is i will first make the game mechanics and logic liek 3d voxel and after that is done i move from 2d to 3d (after i have optimized block storage and all) |
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| 10 Aug 2012 04:43 AM |
How shud i do de tiles?
Currently im going to have each tile have index to array of tile tyoes to get texture and tex coords.
The tile types wud have virtual functions for common stuff they need to react to...
This k? I might need multiple meshes for each layer if theres different textres or shaders or something... (Ill probably have a texture atlas but anyways...) |
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| 10 Aug 2012 06:48 AM |
look at minecraft's source code. it's not great overall but the tile engine is great.
for tiles just store a tiny bit of metadata, and then have static instances of all the types of blocks which are referenced.
I did something similar to MC in my tile engine and reduced the memory it used by more than 99.9%. Literally. Since it didn't need to store anything other than metadata, nothing was necessary for most blocks, since they only ever had one state (Ie dirt did not magically spin around in circles and require some data attached to it) |
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