Inside...
Am 17.12.2006 um 03:29 schrieb Kris Schnee:
Farai Aschwanden wrote:
Inside...
Am 17.12.2006 um 01:32 schrieb Kris Schnee:
I think that a 2D, flat scrolling tile system in Pygame would be
a decent compromise between graphical quality and ease of
programming, for my project. I can live with the game's islands
being a constant height, for simplicity. One question I could use
input on is about tile size.
=> What blocks you to put higher tiles on the existing tiles?
http://kschnee.xepher.net/pics/shiningsea060630-0.jpg
I tried doing that in isometric tiles to get a 3D-style effect. The
problem was that since characters could go "behind" higher tiles
and I wanted a water layer, I ended up drawing every tile in sight
each frame, which was slow (15 FPS at best). For each tile I would
draw the "top," then side pieces, and water if appropriate. For
plain 2D (not isometric) tiles, I would be drawing a top and a set
of "front" pieces for the vertical surface. I would still need to
decide how to draw/redraw parts of the landscape that are in front
of a character.
=> I wasnt aware of "going behind" but you were absolutely right. Not
that I've tried it out but you can cheat here as I described for the
water: In a 3D style area while the character is walking you could
remove the lower body part of the character before blitting if he
stands behind a higher obstacle or higher area in front of him.
=> 8k x 8k is probably not that big but why creating the whole
area as image? Why not adding tiles when the player is moving to a
certain direction. Lets say the player is moving left, so you
should add tiles on the right side while removing tiles on the
left side. This would allow you to create big worlds and not
limited on huge images.
This might make sense, as it involves only drawing individual tiles
rarely, and not a whole screen's worth per frame.
=> Sure thing! ;) How about weather effects like fog? Would give a
more creepy athmosphere for certain areas.
Btw Im working on a similar project just in 3D. Next thing I have to
do is enemy AI (following player when sighted). I dont know if you
are interesed in but could give you the code when its so far. Due my
project is also tile based you might use it as well.
Farai
Kris