CryptRat
Arcane
- Joined
- Sep 10, 2014
- Messages
- 3,565
Interesting.
I didn't know about xml Square Grid, I'm doing 99% things from scratch (with base java). And the 1% explains the use of 1x1 squares for everything, and I agree that it uselessly expands the size of the map.
I can't really remember the time stamp, if at a moment I thought about using thin walls and doors, I think I just wanted to take a look at what other people were doing and what's sure is that ultimately the 1% is that setting up how to draw the textures by ourselves (we're two persons working on the project, I'm not doing the art) based on the different configurations was a nightmare so we're doing something very similar to what this guy's doing on the dungeon texture drawing aspect, almost because the black walls allow to do even simpler things : https://github.com/clintbellanger/heroine-dusk/tree/master/release (his game is here). Untied things like statues also make things simpler.
It's interesting, because now that I'm working on something like that, I notice "problems" I would have never noticed before, for example in Gates of skeldal you can see that if you're near a house, one side doesn't correspond to what you see when you're in front of the house.
This stuff was really more complicated than it seemed to me at first. Switching to thin walls is somewhere in my mind, maybe I never will, but if I do and I'll have to think about things it would change before switching, and what you're describing (associating its 4 walls to each square) is a good start, thanks.
Talking about maps, I recently reworked my current maps. Previously they would be cut into smaller full square parts, like this :
I didn't know about xml Square Grid, I'm doing 99% things from scratch (with base java). And the 1% explains the use of 1x1 squares for everything, and I agree that it uselessly expands the size of the map.
I can't really remember the time stamp, if at a moment I thought about using thin walls and doors, I think I just wanted to take a look at what other people were doing and what's sure is that ultimately the 1% is that setting up how to draw the textures by ourselves (we're two persons working on the project, I'm not doing the art) based on the different configurations was a nightmare so we're doing something very similar to what this guy's doing on the dungeon texture drawing aspect, almost because the black walls allow to do even simpler things : https://github.com/clintbellanger/heroine-dusk/tree/master/release (his game is here). Untied things like statues also make things simpler.
These are the 4 types of squares used in THWG :The person working on the art made this, although I couldn't figure out anything with that, and I'm not sure the artist could anymore either :
It's interesting, because now that I'm working on something like that, I notice "problems" I would have never noticed before, for example in Gates of skeldal you can see that if you're near a house, one side doesn't correspond to what you see when you're in front of the house.
I doubt they missed the problem, I think they just didn't bother which is fine. If your wall is not symmetric in the right/west direction it's double work if you want to make something exact and I'm not even talking about the floor. I think in a discussion with cRPG addict some guy working on Legend of Faerghail stated the game has the same problem because they never really though about it, you have the choice between too restrictive, too much pointless work or just don't bother and they're choosing the third solution. It's interesting because at first we thought : "Damn it doesn't work or it's ton of work, how do others do this?" And then noticed that, well, they just don't, alright.
This stuff was really more complicated than it seemed to me at first. Switching to thin walls is somewhere in my mind, maybe I never will, but if I do and I'll have to think about things it would change before switching, and what you're describing (associating its 4 walls to each square) is a good start, thanks.
Talking about maps, I recently reworked my current maps. Previously they would be cut into smaller full square parts, like this :
But with or without an automap and whatever type of automap it's really bad. It adds a lot on the exploration aspect when you don't know where the maps actually ends and you're not sure that every square is filled.
It's some low priority to-implement feature.CryptRat
Is there a way to unload weapon from inventory? Unload command or Reload - Empty weapon would be nice.
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