SyntaxBomb - Indie Coders

General Category => Worklogs => Topic started by: iWasAdam on March 11, 2021, 08:54:37

Title: iso rogue
Post by: iWasAdam on March 11, 2021, 08:54:37
Something I've just been working on
(https://vjointeractive.files.wordpress.com/2021/03/screenshot-2021-03-11-at-08.50.48.png)

true 2d (orthographic) isometric rogue - but it's actually in 3d!

So... There are no issues with depth sorting and all of that nastiness  :o
Title: Re: iso rogue
Post by: Pakz on March 11, 2021, 10:22:52
Looks nice!

Are you still at 6ofps? I have a 120hz laptop now and games are so smooth at this speed. This really is noticable when going back to 60fps. I noticed a lot of my stuff is now broken because of the bad programming :)
Title: Re: iso rogue
Post by: Derron on March 11, 2021, 12:17:15
Maybe vsync ... 60fps


What I like on the screenshot (dunno why) is the shading of the ground tiles.

Why are some "bottom left/right" rectangles shorter than others? I assume some "outside tiles" thing - or if it is "towards a door" ?


Is the actor planned to be "3D" (like a 1 voxel depth) like the doors too?
Title: Re: iso rogue
Post by: Steve Elliott on March 11, 2021, 12:33:28
Quote
What I like on the screenshot (dunno why) is the shading of the ground tiles.

I agree - a good use of colour here.
Title: Re: iso rogue
Post by: iWasAdam on March 11, 2021, 12:48:40
yep - the outside is short the inside is bigger (wall sizes)

also toying with different light styles too:
(https://vjointeractive.files.wordpress.com/2021/03/screenshot-2021-03-11-at-12.46.10.png)
Title: Re: iso rogue
Post by: Derron on March 11, 2021, 13:49:48
Did you bent Robin Hood?

The door leaf ends a bit earlier than the door hinge (bottom leaks through) - is this by intention (like a saloon door)


If these are "torches" (albeit not affecting lighting dynamically) then it might look nice for smaller pixel blocks being emitted - pixel fire.


The ground floor in the room on which Robin is staying: Some are "3D" and some seem to be flat. This is because of the "grid". This way it looks a bit like something to "stumble over". But then you look closer and you are recognizing that these "pattern tiles" (4x4 each) are not raised but sunken (the depth part goes downwards) - as the top surface is in line with the "not 3D" elements. This makes it look a bit .. dunno, it "puzzles me". I am sure you will come up with a better idea during "toying around".


bye
Ron
Title: Re: iso rogue
Post by: 3DzForMe on March 12, 2021, 20:37:04
I'm impressed, takes me back to orthogonal Speccy games, with better gfx  8)
Title: Re: iso rogue
Post by: Qube on March 13, 2021, 00:56:04
Love the style of this, nice nice :)
Title: Re: iso rogue
Post by: Scaremonger on March 13, 2021, 10:05:36
That looks really good.
Title: Re: iso rogue
Post by: Baggey on March 28, 2021, 12:16:59
Quote from: iWasAdam on March 11, 2021, 08:54:37
Something I've just been working on
(https://vjointeractive.files.wordpress.com/2021/03/screenshot-2021-03-11-at-08.50.48.png)

true 2d (orthographic) isometric rogue - but it's actually in 3d!

So... There are no issues with depth sorting and all of that nastiness  :o

Hi, Looking good.

What programming language do you use or do you use many?

Id like to make a retro style game like Jetpac for the Zx Spectrum! Even just get a first stage working.

But getting the basic idea or concept on how to start seems daunting. I can code in Basic and Z80 but dont have a diddly squat on how to get going with a frame work or template.

Any pointers would be much appriciated. Would like to take my Hobby coding to another level and make something useful.

Kind Regards Baggey
Title: Re: iso rogue
Post by: iWasAdam on March 28, 2021, 13:47:38
i'm one of the few that still uses Monkey2 - but it's a heavily modified version which has now been absorbed into wonkey!
Title: Re: iso rogue
Post by: Baggey on March 28, 2021, 18:24:41
How do you use or even implement a heavily modified version?

This is why i love old system's you have a platform and you must stick to it!

when open source is implemented it gets altered and twisted 'n' more ways you can imagine and no one understand's or give's a F**K to what's going!  :-X  on or even comprehend on how to use it? WHY!

Kind Regards Baggey
Title: Re: iso rogue
Post by: Derron on March 28, 2021, 18:37:54
Quote from: Baggey on March 28, 2021, 18:24:41
This is why i love old system's you have a platform and you must stick to it!

when open source is implemented it gets altered and twisted 'n' more ways you can imagine and no one understand's or give's a F**K to what's going!  :-X  on or even comprehend on how to use it? WHY!


What does Open Source has to do with it?


bye
Ron
Title: Re: iso rogue
Post by: iWasAdam on March 28, 2021, 20:11:28
The older systems were never quite documented and were not simple to dev for as there was very few dev resources. Usually basic, and some form of assembler.

It's easier today to really push these old systems as we now have ide and dev system along with known hacks and system calls. All hosted in Uber fast high level compilers.

As for open source. The reason people modify thing is to patch the failings, learn techniques or just improve things.

You should be more open to learning thins and understanding the reasons why a solution was created.

Maybe think about using your skills to create a platform that you can work with  ;D
Title: Re: iso rogue
Post by: iWasAdam on March 28, 2021, 20:13:53
As for using and. Implementing modified sources. Usually they are your sources and were developed for yourself, so you implicitly understand things.

Or as the case with wonky, all additions were documented
Title: Re: iso rogue
Post by: mainsworthy on June 24, 2021, 17:17:32
This Rogue looks great! reminds me of the new 3D ADOM. all praise to you, its a great game