Search found 1005 matches

by jph_wacheski
Tue Sep 09, 2014 7:57 pm
Forum: General discussion
Topic: a basic TileMap implementation
Replies: 9
Views: 11984

ok, had a bit of time with this, and the idea to build a mesh instead of using the zge Font component for rendering the tileMap. Seems to be working well,. Now we can RMB to select a tile, and LMB to place what is selected,. need to add a way to see all the tiles. Also SPACE to gen noise levels, and...
by jph_wacheski
Mon Sep 08, 2014 12:15 pm
Forum: Feature requests
Topic: Project Tree improvements
Replies: 60
Views: 102737

implementation aside, looks like a good readability improvement,. .
by jph_wacheski
Fri Sep 05, 2014 2:09 pm
Forum: General discussion
Topic: a basic TileMap implementation
Replies: 9
Views: 11984

Like I've said this idea is just working out how to implement a basic tilemap using ZGE as it is (no new components). Whether it should be "built in" or not is up to you. The Font component does do a good job of cutting up a single bitmap into tiles,. but I suspect it would be more efficie...
by jph_wacheski
Thu Sep 04, 2014 1:49 pm
Forum: General discussion
Topic: a basic TileMap implementation
Replies: 9
Views: 11984

Even without coding in the source one can still provide pseudo-code, implementation suggestions, and ideas without doing the actual builds., just a thought. The old console solutions would not be taking any modern 3d hardware into account?,. the idea of a tileMap system in ZGE is that we can still u...
by jph_wacheski
Thu Sep 04, 2014 1:18 pm
Forum: General discussion
Topic: a basic TileMap implementation
Replies: 9
Views: 11984

ZGE is opensource perhaps to encourage people like yourself wit knowledge/skills to contribute to it, just saying "it should be" this or that does little to further the project. Build it in,. share the code! You do provide many examples and tutorials currently, and I for one am always happ...
by jph_wacheski
Thu Sep 04, 2014 12:05 pm
Forum: General discussion
Topic: a basic TileMap implementation
Replies: 9
Views: 11984

What would you consider the "ideal" solution? Assuming the tileMap will be dynamically modify-able as the game is played. For my immediate use, the map is limited in size,. however what if we are doing a scrolling type game with a vast area? Then the display area should move over a larger ...
by jph_wacheski
Thu Sep 04, 2014 12:40 am
Forum: General discussion
Topic: a basic TileMap implementation
Replies: 9
Views: 11984

a basic TileMap implementation

for the first attempt I use the Font Component to cut the tiles up and arrange them,. works well enough for my purpose; a single screen tile based game to be called; nascii . We end up with a 21x38 grid in modern wide screen mode (16:9). Notice the CharScale=.9995; in the levelLayout RenderText Expr...
by jph_wacheski
Wed Sep 03, 2014 11:15 pm
Forum: Releases
Topic: Beta release 3.1b
Replies: 295
Views: 362227

Nice one Kjell,. lol. Seems like a cool new feature Ville. However, if you are using SunVox for sound anyway, you can also add OGG files to the modular setup. OGGs get embedded into the .sunvox file and can therefor be embedded into a .zgeproj when wanted as well. on another note,. I have been exper...
by jph_wacheski
Sun Jun 08, 2014 8:27 pm
Forum: General discussion
Topic: Level/world editor in ZGE?
Replies: 17
Views: 21047

a "level" editor could be a great thing,. however just reading through this thread we see this means different things to each person. (I would like to see a curve/spline editor first,. useful for so many things. animation, mixing, fading, transitions,..) I have thought to build a 2d/3d lev...
by jph_wacheski
Sat May 03, 2014 12:42 pm
Forum: Your projects
Topic: More Seeds - an Artificial Life EcoSystem
Replies: 3
Views: 13987

Yes it is a tad odd, and takes a little observation to learn it's peculiarities. Not really interested in making a "game" from this,. although many interesting ideas for other games have be generated playing with it! More games will come. I am planing to rip the sound out and build the Scr...
by jph_wacheski
Fri May 02, 2014 1:12 pm
Forum: Your projects
Topic: More Seeds - an Artificial Life EcoSystem
Replies: 3
Views: 13987

More Seeds - an Artificial Life EcoSystem

New project, based on an old one. More than 10 years ago I made a thing called Seeds using GameMaker. Recently I was asked for the source code for that, alas,. probably lost on a stolen computer. So I just remade it is ZGE! This took about 10 days. (I only get a couple hours a day to work on this st...
by jph_wacheski
Thu Feb 13, 2014 2:39 pm
Forum: Your projects
Topic: thisMachine - the jousty cave-mining game,.
Replies: 7
Views: 25287

Thanks jchp7787, It is always good the hear someone likes what I am attempting to do. I have not gotten back to game development since winter holidays,. been messing around with a bunch of music/sound synthesis stuff,. and dealing with my usual winter case of SADS. eventually I do hope all my works ...
by jph_wacheski
Mon Jan 06, 2014 3:30 pm
Forum: Extensions
Topic: Box2D for ZGE
Replies: 35
Views: 69098

Wow, this is all looking very very good! I hope to get to work with this soon-ish ('time is always against us.') and will report any issues I find,. seems good and stable and fully featured from a quick first look. thanks again.
by jph_wacheski
Thu Dec 19, 2013 6:16 pm
Forum: Extensions
Topic: Box2D for ZGE
Replies: 35
Views: 69098

Yup,. I have been messing around with the last version you posted, and I too belive you have gotten this thing far enough along for building something quite interesting with it,. and that was before this update!

Nice work ;)
by jph_wacheski
Wed Dec 18, 2013 2:33 pm
Forum: Your projects
Topic: thisMachine - the jousty cave-mining game,.
Replies: 7
Views: 25287

Thanks guys,. happy to know it is playable elsewhere. jonaspm, the level win screen, you defeated the nest! note; I have the amount of creatures set rather low,. this was so I could quickly play-test though levels,. next build will be more populated. ;) Ville, if that twitching is more pronounced th...