Author Topic: Drawing cliffs and mounts possibility  (Read 6777 times)

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Offline Galandros

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Drawing cliffs and mounts possibility
« on: February 16, 2009, 07:23:56 am »
In 83 family screens, I wonder if you can make a good effect of climbing cliffs and mounts for, say, a RTS with some levels of height.

I haven't played too much games oncalc and I don't play GB since years ago. But I have been thinking in some effects made by height. But I want some other opinions.

Maybe my design and draw skills are limited. :( I have got to start practising and see if I have some skill. If you can help with something, I'm interested.
EDIT: you can show some screenshots of games to see if corresponds to my idea.
« Last Edit: February 16, 2009, 07:54:59 am by Galandros »
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Offline trevmeister66

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Re: Drawing cliffs and mounts possibility
« Reply #1 on: February 16, 2009, 09:57:21 am »
I think if you wanted to do this you would have to make an isometric map. At least the games I've played on GB that sounded like that were isometric. It wouldn't be TOO hard to make the engine with xLIB/Celtic III, but I don't know what kind of speed you'll get out of it.
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Offline Galandros

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Re: Drawing cliffs and mounts possibility
« Reply #2 on: February 16, 2009, 12:05:02 pm »
I think if you wanted to do this you would have to make an isometric map. At least the games I've played on GB that sounded like that were isometric. It wouldn't be TOO hard to make the engine with xLIB/Celtic III, but I don't know what kind of speed you'll get out of it.
If I need, I will do in ASM. Hmmm... isometric, I see.
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Offline trevmeister66

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Re: Drawing cliffs and mounts possibility
« Reply #3 on: February 16, 2009, 12:57:40 pm »
At least that would be my best guess at how to do this. a 2D map for an RTS with the ability to climb cliffs/mounts/etc wouldn't look as good, although you could do it. Isometric maps/characters/graphics/etc. would look a lot better, but would be a lot harder to draw, at least for me (I am teh suXXor at art).
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Offline DJ Omnimaga

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Re: Drawing cliffs and mounts possibility
« Reply #4 on: February 16, 2009, 01:27:42 pm »
I know you do ASM, but for BASIC programmers who rely on xLIB APP asm lib, if for example they want to do a map with variable height, if for example he has a cliff and a stair, but next to the cliff top there's another walk-onable tile, it could be complicated to make sure you can't walk from a tile to another. What I thought is that decimals could be used to define the floor height. For example if grass tile is tile 28 on an xLIB map, a low level floor could be 28.1, level 2 floor 28.2, level 3 floor 28.3, etc. To walk from a tile to another, the decimal difference would have to be .1 or 0, so basically if you got a slope or a stair to climb a cliff, the bottom tile would be 28.1, the middle stair/slope tile would be 28.2 and the top would be 28.3. I'm unsure if this would be slow and complicated to do, but maybe it could work

I am curious how it would be to make an isometric tilemapper, though
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Offline trevmeister66

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Re: Drawing cliffs and mounts possibility
« Reply #5 on: February 16, 2009, 01:37:27 pm »
Yeah I remember on the old boards someone had made a isometric engine. I don't remember who, or whether it was ASM or BASIC+xLIB.
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Re: Drawing cliffs and mounts possibility
« Reply #6 on: February 16, 2009, 01:39:49 pm »
JFISH
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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metagross111

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Re: Drawing cliffs and mounts possibility
« Reply #7 on: February 16, 2009, 03:21:43 pm »
sounds interesting. simulated height?

Offline kalan_vod

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Re: Drawing cliffs and mounts possibility
« Reply #8 on: February 16, 2009, 03:38:04 pm »
It was Basic+xLib

http://www.unitedti.org/index.php?showtopic=4878&pid=111168&mode=threaded&show=&st=&

That link has all the pictures including his isometric mapper..

Offline Galandros

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Re: Drawing cliffs and mounts possibility
« Reply #9 on: February 16, 2009, 04:52:13 pm »
Looks very nice. Very bad that he didn't release anything.

Me wonders what can be made. And what I can make before sleeping. Me slaps myself. Back to study, sheessh.
I have thinking for lonely moments. An isometric mapper with cool height effects...
« Last Edit: February 16, 2009, 04:55:27 pm by Galandros »
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Offline TIfanx1999

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Re: Drawing cliffs and mounts possibility
« Reply #10 on: February 16, 2009, 08:47:14 pm »
I think Kv was working on one for PC at Maxcoderz too, and someone downsized the tiles to calc. sized.

Offline necro

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Re: Drawing cliffs and mounts possibility
« Reply #11 on: February 17, 2009, 01:09:53 am »
of all the interesting game mechanics, I would stay away from this one on calc as adding aditional dimmensions would multiply the amount memory and processing required to do checks and collisions unless you relegated it to just 2 or 3 levels of depth.  Another mechanic that would probably be interesting but hard to do is shadows in games (stealth rpg for instance), though perhaps not as hard.
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Offline Galandros

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Re: Drawing cliffs and mounts possibility
« Reply #12 on: February 17, 2009, 09:54:28 am »
of all the interesting game mechanics, I would stay away from this one on calc as adding aditional dimmensions would multiply the amount memory and processing required to do checks and collisions unless you relegated it to just 2 or 3 levels of depth.  Another mechanic that would probably be interesting but hard to do is shadows in games (stealth rpg for instance), though perhaps not as hard.
But with a good engine maybe you could open new games like Megaman Chip Battles, style of Final Fantasy Tactics and others that use isometric maps. Also, the graphics can look very good and refreshing to the actual productions. We have Mode7 in z80, why not an isometric map too?
Oh, shadows... Golden Sun had great maps with darkness in certain caves. It was cool.
Shadows seem to be great too. Make a RPG that you are a assassin. :p
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Offline trevmeister66

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Re: Drawing cliffs and mounts possibility
« Reply #13 on: February 17, 2009, 11:03:12 am »
I think shadows would be pretty difficult, or at least memory consuming, unless you just hard coded the shadows into your sprites, but for some reason that doesn't seem like it would have the same effect. It would be cool if there was an rpg/game that had a day time cycle and as you kept playing, the sun would move across the sky, thus changing the direction of the shadows.
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Offline kalan_vod

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Re: Drawing cliffs and mounts possibility
« Reply #14 on: February 18, 2009, 11:53:20 pm »
All I can say is, that JFish did it...It would be difficult, but would be really nice!