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Cart #15276 | 2015-10-11 | Code ▽ | Embed ▽ | No License
19

just a quick topdown experiment. might be fun to try making an actual game out of it?
arrow keys to move around.

P#15277 2015-10-11 15:54 ( Edited 2015-10-29 10:00)

Wow, that's pretty awesome. 91 loc, only 429 tokens and very fast rendering. I'll try to make a little guy walking and jumping through this labyrinths :)

P#15278 2015-10-11 16:24 ( Edited 2015-10-11 20:24)
:: noel

thanks! yeah to add a character I think you'd have to sort the tiles along with the game objects, by distance from the center of the screen. Right now it just renders tiles in-order, so it'd be hard to "insert" game objects into it.

P#15279 2015-10-11 16:30 ( Edited 2015-10-11 20:33)
:: matt

So cool!

You could make Grand Theft Auto (like the original 2D game) using this.

P#15288 2015-10-11 19:51 ( Edited 2015-10-11 23:51)

Smash TV, anybody?
Two ways to control:

  1. One Button shoots in walking direction, another locks the shot.
  2. Same as above, except the Second button could shoot in the reverse direction.
P#15289 2015-10-11 21:50 ( Edited 2015-10-12 01:50)
:: impbox

wow! very nice work!

P#15290 2015-10-11 22:44 ( Edited 2015-10-12 02:44)
:: adekto

havent looked at the code but is this basicly like parallaxing?

i do see some odd glitches

P#15336 2015-10-12 22:26 ( Edited 2015-10-13 02:26)

I saw CPU spikes at 72%, I'm guessing because you're drawing a bunch of rectangles to approximate the more complex dark blue shapes? It might be worth trying a flood fill method instead, my limited experience with it in a shape library prototype kept CPU fairly low, and it would give cleaner line-based edges. This is looking pretty cool, though!

P#15347 2015-10-13 03:51 ( Edited 2015-10-13 07:51)
:: noel

yeah I'd love to find ways to speed it up. Part of it is definitely due to drawing lots of rectangles for the "sides", but I wasn't sure how to do that any faster. Floodfill might be good but I'm uncertain whether that'd actually be faster or not. in general finding ways to only render "once" would probably help. Right now there's a ton of overlap.

@adekto, yeah it's basically just simple parallaxing. I get those odd glitches too. not totally sure why it's 1 pixel like that since its only rectangles being drawn - no lines/pixels.

P#15360 2015-10-13 17:15 ( Edited 2015-10-13 21:16)

The question is: Do you want less CPU usage or less tokens? xD

P#15464 2015-10-17 01:10 ( Edited 2015-10-17 05:10)
:: Pizza

Oioi! Very cool.

P#15470 2015-10-17 06:47 ( Edited 2015-10-17 10:47)

Totally waiting for this engine to cross paths with the roguelikes showing up lately. ;)

P#15989 2015-10-29 06:00 ( Edited 2015-10-29 10:00)

Really cool please make a game out of this

P#79283 2020-07-13 21:41

An idea, maybe we can have a character run around in this 3D world and the camera for say stays ontop of the character. I don't know, just a suggestion...

P#86092 2021-01-03 08:53

After this, imagine how good it'll look with textures and a little character running through! Also, I noticed how the walls are made up of thin layers. Is this intentional to make the game run smoother? (Also great job!)

P#87152 2021-02-03 05:57 ( Edited 2021-02-03 06:00)

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