Author Topic: [S.A.D.] Progress 2010  (Read 87030 times)

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Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #210 on: July 21, 2010, 07:36:45 pm »
The mighty Degruser

Offline DJ Omnimaga

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Re: [S.A.D.] Progress 2010
« Reply #211 on: July 21, 2010, 07:52:22 pm »
Great! Btw I love how your game has the sprites facing 8 directions and still looking great diagonally. I never got able to achieve this myself, because diagonally they would always end up too large or too small, and in the later case, would miss a lot of details.

Offline chrisf1337

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Re: [S.A.D.] Progress 2010
« Reply #212 on: July 21, 2010, 11:24:01 pm »
These sprites look awesome!  :D
Hai thar!

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Re: [S.A.D.] Progress 2010
« Reply #213 on: July 21, 2010, 11:49:31 pm »
Ohai chrisf1337, nice to see you are still around (as well as Cemetech) :D

Offline chrisf1337

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Re: [S.A.D.] Progress 2010
« Reply #214 on: July 22, 2010, 12:48:34 am »
haha, I'm mostly around on SC, playing around with some code. but keep up the good work Hot Dog!
Hai thar!

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Re: [S.A.D.] Progress 2010
« Reply #215 on: July 22, 2010, 01:28:42 am »
Aaah ok ^^

And yeah I agree this project is amazing. Many elements in it reminds me my favorite strategy game.

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #216 on: July 22, 2010, 01:31:55 am »
Well, I'll be a monkey's uncle, shadows were actually easy to implement.  And here they are! 
* Hot Dog hopes to be awarded with some respect points for the screenie

Every ship sprite requires a mask.  So I wrote code to take the mask, invert it, and OR it to the screen.  But I might need to adjust the shadows for ground vessels.  In addition, shadows appear in space, quite unrealistic ;D

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Re: [S.A.D.] Progress 2010
« Reply #217 on: July 22, 2010, 01:33:50 am »
Nice. ANd ya the issue would be to have to remove the shadow from space, even if it just means it instantly dissapears when going off the ground. I wonder if that would be too slow (or cause inconsistent scrolling speed x.x)

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Re: [S.A.D.] Progress 2010
« Reply #218 on: July 22, 2010, 01:37:07 am »
Nice. ANd ya the issue would be to have to remove the shadow from space, even if it just means it instantly dissapears when going off the ground. I wonder if that would be too slow (or cause inconsistent scrolling speed x.x)

Well, space is really a tileset.  Most tilesets occur completely on terrain, with no "space."  So I would be writing a whole bunch of code to adjust shadows for just one tileset.  While I was more than happy to add shadows once I discovered the ease, I'm afraid I'm too stubborn to take "space" into account when dealing with shadows.

What I might do instead is remake the tileset and make space black with white stars and planets.

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Re: [S.A.D.] Progress 2010
« Reply #219 on: July 22, 2010, 01:40:14 am »
Ooh ok, I thought space was part of the main tilemap. I thought it would be a matter of checking for collision detection and when over certain tiles of a certain ID, it would just not display the shadow. Unless I am understanding wrong?

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Re: [S.A.D.] Progress 2010
« Reply #220 on: July 22, 2010, 01:45:40 am »
Ooh ok, I thought space was part of the main tilemap. I thought it would be a matter of checking for collision detection and when over certain tiles of a certain ID, it would just not display the shadow. Unless I am understanding wrong?

If it were all just one tileset, yes, that's the way it would work.  (SAD will have probably 4-8 tilesets)  In fact, I'll be using the method you described for collision detection of buildings and collidable tiles.

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Re: [S.A.D.] Progress 2010
« Reply #221 on: July 22, 2010, 01:46:19 am »
Aah ok ^^

Offline matthias1992

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Re: [S.A.D.] Progress 2010
« Reply #222 on: July 22, 2010, 10:20:08 am »
cool I love the shadows and find the way you implemented it in existing code quite astonishing!
In the meantime I have been tinkering ALOT about AI and here is what I've come up with so far. it doesn't give any code or pseudo code nor does it describe the "regular" Ai stuff like checking whether or not a construction site is valid and whether or not the unit can move here or there. It more or less (attempts to) describe(s) the thinking process involved in making the next decision. It just a basic draft so don't expect too much of it!
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Re: [S.A.D.] Progress 2010
« Reply #223 on: July 22, 2010, 10:26:14 am »
Excellent!  Wonderful job!  The shadows look awesome!  To me, even if they show up in space it doesn't look bad.  Wow.  Amazing work!  I wish I could go higher than +1. ;D

Offline Hot_Dog

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Re: [S.A.D.] Progress 2010
« Reply #224 on: July 22, 2010, 10:34:12 am »
In the meantime I have been tinkering ALOT about AI and here is what I've come up with so far. it doesn't give any code or pseudo code nor does it describe the "regular" Ai stuff like checking whether or not a construction site is valid and whether or not the unit can move here or there. It more or less (attempts to) describe(s) the thinking process involved in making the next decision. It just a basic draft so don't expect too much of it!

Great minds think alike, don't they?  That's almost exactly the plan of attack I had.  However, if I can make a suggestion, don't let enthusiasm kill your priorities.  The AI is not going to be implemented for a while, and it's very important that you work on the ce.  I estimate if you take it at a relaxing pace--which I recommend--it will take maybe a year.  If you can't access a computer, you should do what I do and write code on paper :)
« Last Edit: July 22, 2010, 10:38:40 am by Hot_Dog »