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Post by tbird on Oct 5, 2019 21:18:45 GMT -6
Updated first post with changelog and some screenshots, had a bit of time tonight on it.
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Post by n00b on Oct 6, 2019 11:22:59 GMT -6
I am looking forward to trying it out whenever you have a new release available. Are you still working on that dungeon crawler game?
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Post by tbird on Oct 6, 2019 21:24:02 GMT -6
Yes that is what the majority of the improvements and implementations of the framework are geared towards. I have made some more art as well, my second attempt at isometric stairs have turned out much better....first one was interesting, not going to show that one off, lol.
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Post by tbird on Oct 13, 2019 9:54:11 GMT -6
Other than some bug fixing I have made some progress in making stairs up and down, textures this point are mute and I am just using what works, touch ups can come later. I have to play with sizing but I am getting the hang of it I think.
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Post by johnno56 on Oct 13, 2019 14:02:35 GMT -6
That looks awesome! Well done!!
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Post by tbird on Oct 14, 2019 10:14:38 GMT -6
Thank you. I am going to try and make some different textures for the walls and stairs. I need more variety...hmm maybe a new framework feature add a group of textures to paste on the map and it will pull ones out at random to add them so they aren't all the same. Have a group of wallLeft entities and wallRight....etc. dimension wise each group would contain all the same sized entities just different looking pieces.....oh maybe later, bug fixing this morning first. As johnno56 would say....coffee!!
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Post by johnno56 on Oct 14, 2019 12:07:44 GMT -6
Mmmmm... Coffee....
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Post by tbird on Oct 18, 2019 23:27:16 GMT -6
Well I have been on a bug crushing adventure in short bursts, but usability is coming along to almost bearable, lol.
Lots more to do, but I am eliminating my bug list before I add or finish any more features. Changelog will be updated when I am not falling asleep.
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Post by tbird on Nov 24, 2019 21:09:39 GMT -6
Started on auto tiling, the regular tiles is not too difficult but the isometric is a little more figuring out lol. Will have a video soon to show. I have also gained a co developer he won't be able to help much do to time constraints, but any help is very much appreciated.
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Post by n00b on Nov 26, 2019 21:48:11 GMT -6
I hope everything goes well with your co-developer. Is it another programmer or someone helping to build assets?
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Post by tbird on Nov 27, 2019 7:35:57 GMT -6
Programmer, I am getting help to get some usability improvements and help with thw bug list, so I can focus on the main features.
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Post by tbird on Nov 28, 2019 19:24:03 GMT -6
Well auto tiling is in!! am quite happy with it...now the hard part isometric lol.
video link as promised:
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Post by n00b on Nov 29, 2019 16:15:15 GMT -6
Your editor has made a lot of progress. It will be cool to see a playable level with these new features.
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Post by tbird on Dec 1, 2019 20:47:03 GMT -6
I have isometric tiling 50% figured out, but am walking away for a bit it's hard on my head lol. So I have started bucket creation on scene save. So what is a bucket?? Well it's just a scene partitioning (sectioning) system. Imagine a 3000x3000px sized scene and you could split it up into lets say 300x300px buckets, or 10x10 buckets Why is this useful?? Lets say you have 2000 entities or actors or (enter your own term here) spread out over the level and you do not want to process or draw them all. "Wait why don't you just use screen culling!?" Yes we could just say if thisEntity is outside screen don't draw it or process collisions..problem solved....not quite, seriously read on!!
Whats the problem?? Take those 2000 entities and now run them through a For loop to see if you should draw them and process collisions and ai...etc.. thats alot of cpu load.
Whats the solution?? Level partitioning!! when the scene is saved all the 'static' entities get assigned to a bucket (dynamic ones do to, but theres can change) so now when we check for who or what to draw and process all that game stuff we only have to check what buckets are surrounding our main bucket and process the entities within those, so now those multiple loops have a fraction of the iterations to make, yay!! since static ents dont move they will always occupy the same bucket, dynamic entities get updated periodically by the framework/engine to maintain what bucket they reside in.
Who cares?? Not sure, I found it interesting and with early testing it's a huge speed boost for the collision engine!
Is this the end?? Yes I am done this bizarre self-conversation....
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Post by n00b on Dec 1, 2019 23:56:32 GMT -6
Your buckets are the same as sectors in my engine. I have the stages split up into sectors which are 640 x 480 in my case. Collision is only calculated for the current sector the camera is on and 8 sectors surrounding it.
I have also recently implemented something I call collision groups. The reason for the collision groups is to speed up collision calculation when there are a lot of projectiles on the screen. The engine will not calculate collisions between objects in the same group so I can put all projectiles in 1 group and it can save me several calculations during collision processing.
Your framework will probably be far more useful in future projects than mine because I have only been adding stuff to mine as I need for my game and have literally patched some clunky code in just to finish my current project. I will probably need to rewrite alot of stuff for my next project.
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