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Gil

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Aug 16 06 7:34 PM

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Current Alpha Release: http://www.game-designer.org/projects/cotw/Release-7Jun.rar



Original Post

I'm just creating this thread to explain how far I am.

Currently I have an engine that can display images on top of a background. On top of that I have palette functions, which allows me to do fancy stuff with palettes (color swapping, making certain shades darker or lighter, etc). Basically 2D lighting. It's a LOT faster than alpha blending and it's more powerful.

That's it for now, I'm hoping to finish tiling this evening.
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Gil

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#2 [url]

Aug 17 06 9:04 AM

C++/SDL

Seems like the coolest choice, and with some luck it should be instantly portable...

Graphics Engine: 99%
Palette support: 90%
Tiling Engine: 90%
Map Engine: 10%
Dungeon Engine: 0%
Sprite Engine: 0%
GUI: 0%
Event Engine: 0%

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Gil

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#4 [url]

Aug 17 06 11:24 PM

Graphics Engine: 99%
Palette support: 90%
Tiling Engine: 100%
Map Engine: 20%
Dungeon Engine: 0%
Sprite Engine: 1%
GUI: 0%
Event Engine: 0%

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Gil

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Posts: 317

#5 [url]

Aug 18 06 10:14 PM

Graphics Engine: 99%
Palette support: 90%
Tiling Engine: 90% (optimization needed)
Map Engine: 50%
Dungeon Engine: 10%
Sprite Engine: 40%
GUI: 5%
Event Engine: 0%

Finished part of the Sprite Engine, Collision Detection, optimized stuff, added to the map format, etc

First demo: Sunday or Monday

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Gil

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#8 [url]

Aug 20 06 11:15 PM

Graphics Engine: 99%
Palette support: 90%
Tiling Engine: 100%
Map Engine: 80%
Dungeon Engine: 10%
Sprite Engine: 60%
GUI: 10%
Event Engine: 0%

Finished parts here and there, made a decent timer structure, started input and controls engine, finished collision detection

First demo: Monday (I could release it today, but I feel it needs a little polishing first)

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#9 [url]

Aug 21 06 12:23 PM

Gil wrote:
Graphics Engine: 99%
Palette support: 90%
Tiling Engine: 100%
Map Engine: 80%
Dungeon Engine: 10%
Sprite Engine: 60%
GUI: 10%
Event Engine: 0%

Finished parts here and there, made a decent timer structure, started input and controls engine, finished collision detection

First demo: Monday (I could release it today, but I feel it needs a little polishing first)



i'm curious

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Gil

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Posts: 317

#10 [url]

Aug 21 06 7:01 PM

I was a little sidetracked and went foosballing at the pub instead of programming, but hey, beer > C++.

I'm still going to try and release something tonight, but I will probably keep the test graphics in place, so get eye protection...

I finished the timers today, it's now running an exact frame rate, like it's supposed to...

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#13 [url]

Aug 22 06 8:47 PM

I've released the demo privately to some friends, next demo will be public and will come soon.

I worked on a lot of stuff so far, like controls, dragging, sprite engine, etc... It's a lot of code that doesn't do much and removes code I already had, so it doesn't really progress the percentages.

Graphics Engine: 99%
Palette support: 90%
Tiling Engine: 100%
Map Engine: 80%
Dungeon Engine: 10%
Sprite Engine: 65%
GUI: 11%
Event Engine: 0%

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Gil

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Posts: 317

#14 [url]

Aug 22 06 10:31 PM

Okay, here it is: the public release.

http://rapidshare.de/files/30416874/Demo1.zip.html


Hope you all like it. Graphics are temporary.

Controls:
- Keypad or direction keys
- Mouse (try dragging your player, clicking a certain tile or clicking and holding on a certain tile)

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Gil

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#18 [url]

Aug 24 06 12:13 PM

I wrote an export script to TileStudio to write CotW maps for me, so now I have a working map editor.

Next I'm going to work on the GUI I think, which will take me a while (days, if not weeks)

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Gil

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#19 [url]

Aug 27 06 10:29 AM

I worked on the animation a little bit, next up is adding monsters. I'll leave GUI for the moment. I'm releasing a demo once you can actually SEE the difference. That should be when monsters are done and doors are added...

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#20 [url]

Aug 31 06 6:39 PM

Ah, the engine is one thing, but i cant wait to see how it will all add to up to its superior form!

image

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