a sneak peek on CoH

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a sneak peek on CoH

Postby marvin » Fri Nov 25, 2011 10:32 am

Just to post what i'm currently working on (or was until i had to put it on hold for other things)
Image
(right click -> view image to see the whole thing)
About it:
It's just engine currently, all the Tims tutorials, plus game states. It's isometric as you can see, but still uses Tims map format. Colision detection is inside (but i don't use it) and will be removed, since i'll make it turn based, and there is no need for that (beyond rudimentary "can/can not stand on that tile" type of "collision" detection.
Player has 4 way animation (NSWE) because i was too lazy to use all 8 directions i could.
There are some quirks with maps (loading wrong ones at wrong times).
Not sure what i'll implement next, kind of happy with my victory over isometric rendering, and haven't been thinking what to do after it. Maybe moving in turn based style.
Also need to implement top class as frame container, so i can have individual frames for game, menu, map and such, and have one frame contain other frames. That will be interesting since it will probably involve rebuilding the whole thing from ground up.
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Re: a sneak peek on CoH

Postby marvin » Wed Jun 06, 2012 6:14 am

Rewrote a lot of rendering and loading functions so now i use map and screen coordinates for everything.

Next step is rewriting the whole thing in opengl, for (hopefuly) less processor usage, and for sweet, sweet z buffer, which should make isometric rendering easy.

EDIT:
Did a quick and dirty rewrite of rendering in open gl, and i can only say, wow, sdl rendering is slow XD
With open gl rendering it's about 10 times faster.
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