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Messages - TsukasaZX
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76
« on: March 13, 2011, 04:57:39 am »
If I did add pseudo-3D to grass, I'd need to create twice as many tiles. It's not that big of deal but, for the sake of finishing Nanami Chapter for my class project (or at least finishing it enough), I'm leaving out things that aren't exactly necessary.
77
« on: March 13, 2011, 04:49:29 am »
The background (the ground) will be made of grass and whatever else happens to be making up the ground. I won't be adding any pseudo-3d to ground tiles.
78
« on: March 13, 2011, 04:42:19 am »
The... ground layer? Maybe an overlay of falling snow?
79
« on: March 13, 2011, 04:38:48 am »
There may or may not be snow. There will not be lava.
80
« on: March 13, 2011, 04:23:37 am »
I could do both, blue-ish for dark areas and regular dark green for near water. I can make as many tiles as I want!
81
« on: March 13, 2011, 03:20:22 am »
Hatched an idea for grass shades:
"light green" - default grass "medium green" - grass surrounding objects or grass surrounding grass surrounding water. "dark green" - grass surrounding water or in dark areas.
82
« on: March 13, 2011, 03:14:30 am »
I'll try making the grass lighter and see how it looks. I may very well incorporate multiple shades of grass.
Also, Colorado has a very low humidity and very low precipitation level on average. While grass does grow all over, it's rarely naturally lush green. Rather, it's very pale green or even yellow or brown. Of course, people and businesses water like crazy so there's lots of unnatural green grass in urban areas.
83
« on: March 13, 2011, 01:33:31 am »
[edit] I must be dreaming. This grass is ridiculous!
but its so greeeeeeeeeeen and luscious ;.;
That's the point I'm getting at. It's sort of a Colorado in-joke over Colorado's usual lack of natural green grass. This IS the grass tiling I'm using, at least for the class project version of Nanami Chapter.
84
« on: March 12, 2011, 09:45:29 am »
Ah, C++ and OpenGL. Very nice
85
« on: March 12, 2011, 05:00:18 am »
Sounds pretty cool. What's this being written in, anyway? Java I presume?
86
« on: March 12, 2011, 04:23:55 am »
To elaborate on my previous point, I'll quote my C book: With some older operating systems (specifically, DOS and Mac OS 9 and below), it is also necessary that you "lock" the memory of the functions and variables used by your timers to ensure that they work correctly. This process is unnecessary on current systems, so we will not discuss it in this text. I'm not touching memory locking with a 10-foot pole, honestly. Easy to implement or not, I just don't want to mess with it. Variables in C are usually self-explanatory when you do them right. Each C variable name can be up to roughly 30 alphanumeric characters long, so I generally do a blatantly self-descriptive naming system for my variables. For instance: willCollide //This variable is set to 1 if Nanami/Rika will collide with an object if she continues in whatever direction atmosphere //The atmosphere type, 0 for normal, 1 for miasma, 2 for sanctuary isInFront //Is Nanami/Rika in front of an object?
character->LifeEnergy //The LifeEnergy variable of the character struct, the structure holding all of the current character's info (Note, this isn't actual game code, just variable examples and their meanings, in comment style) As such, I usually always know what a variable does. If, for some reason, I can't figure it out or can't remember valid values (such as for atmosphere), I can easily look it up as most of my variables are global and thus declared, with comments, at the beginning of the program [edit] I must be dreaming. This grass is ridiculous!
87
« on: March 12, 2011, 04:03:34 am »
The objects themselves shouldn't matter. The engine is theoretically capable of handling any object of any size or shape. However, I don't *know* if that's what it does in practice, so I need to test all sorts of things to see if my engine goes wonky at all.
Long code is long and will only get longer. X_x
As far as I can tell, the only computers it won't work on are those that aren't Intel architecture or have very very little RAM. Also, anything running Mac OS 9 or earlier won't be able to run it due to a certain memory issue which I may not even bother fixing. So, assuming I compile a Mac OS version or it works in Wine, you're still out of luck if you aren't using Leopard, Snow Leopard or the upcoming Lion version.
88
« on: March 12, 2011, 03:32:13 am »
For one object type, anyway! I still haven't tested other object types and I will do so this weekend. Of course, I still need to optimize my code. All 765 lines of it... (including empty spacing lines and comment lines).... Heh, in MS Word my code goes on for 15 pages in Courier New 11pt font.
89
« on: March 12, 2011, 03:20:17 am »
Have some video demo
90
« on: March 12, 2011, 01:50:51 am »
My current avatar is Kirisame Marisa from Touhou.
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