Author Topic: [2012 Apocalypse contest axe 1.1.2] Cataclysm  (Read 6723 times)

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Offline TheMachine02

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[2012 Apocalypse contest axe 1.1.2] Cataclysm
« on: November 15, 2012, 03:31:14 am »
you know that I participate to the 2012 apocalypse contest, so here my thread.

I think this will be a isometric/RPG game
you are at 1h30 from the 21 december 2012 0h am.
you are the commander of a spatial ship.
Something strange happen....

features :
-very few animations
-secondary quests
-a final boss
-over 20 rooms to explore
-cool effects
-30-40 min of gamplay (if you are fast)
-dynamic battle systeme
-four grey levels

EDIT : I forgot to precise, this will be an AXE game

EDIT2 : some change in the features
« Last Edit: December 21, 2012, 01:16:41 pm by TheMachine02 »
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Offline Yeong

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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #1 on: November 15, 2012, 10:58:46 am »
Good luck! :D
Sig wipe!

Offline TheMachine02

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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #2 on: November 15, 2012, 12:39:08 pm »
thank  :D
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Offline TheMachine02

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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #3 on: November 16, 2012, 12:23:41 pm »
after 2 hour of intense programming I finally manage to get my isometric engine work at decent speed (not for greyscale thought)
« Last Edit: November 16, 2012, 12:24:15 pm by TheMachine02 »
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Offline DJ Omnimaga

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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #4 on: November 16, 2012, 06:21:53 pm »
Wow this looks pretty nice. Is the flickering due to weird emulator settings? Only some parts seems to flicker. Speed seems pretty good, but to keep it intact, avoid implementing tile transparency (try to make your map design so the character rarely ever go behind a wall/block and when he needs to he disappears entirely), because squidgetx tried it and it was very slow.

You should make the background black by the way. I wonder how it will look like.

I would love to see this come out, because there were not many isometric games in the past for calcs. :)

Good luck!

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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #5 on: November 16, 2012, 10:30:09 pm »
...avoid implementing tile transparency (try to make your map design so the character rarely ever go behind a wall/block and when he needs to he disappears entirely), because squidgetx tried it and it was very slow.

Admittedly my tiledrawing routine was atrocious and didn't check to see if the tile needed to be drawn or not-- I think that was the major issue, not transparency. Oh, and also I used 16x16, which was itself a slowdown factor...I should really pick that project up again.

Nice work so far, themachine!

Offline DJ Omnimaga

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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #6 on: November 24, 2012, 03:54:35 am »
Ah ok. I thought it was transparency, since that requires like a lot more calculations or in some case map layers.

Offline Xeda112358

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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #7 on: November 25, 2012, 10:14:31 am »
TheMachine02, that is awesome O.O It looks like I am going to have to do something crazy if I want to top that o.o

Offline TheMachine02

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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #8 on: November 25, 2012, 03:23:23 pm »
and you didn't see the opening screen !
(that I am going to post )
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Re: [2012 Apocalypse contest] CATACLYSM
« Reply #9 on: November 25, 2012, 05:36:38 pm »
Cool, I can't wait :D

Offline TheMachine02

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Re: [2012 Apocalypse contest] Cataclysm
« Reply #10 on: November 26, 2012, 12:47:35 pm »
a lot of work done !

- a little perso can  be control ( and differents texture will be put on him with is direction )
- you can open doors

- the menu
   - little buggy for the greyscales
   - I hope it's fun

-italics text
« Last Edit: November 26, 2012, 12:48:49 pm by TheMachine02 »
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Re: [2012 Apocalypse contest] Cataclysm
« Reply #11 on: November 26, 2012, 04:34:00 pm »
Nice text and that isometric map is awesome! I like the door opening so much, too O_O

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Re: [2012 Apocalypse contest] Cataclysm
« Reply #12 on: November 27, 2012, 03:23:27 pm »
The map would probably look a lot better if you would use sprites for simple textures and/or only show the lines at the edges of the planes, instaed of for every block. This way it would look much cleaner.

But it's looking good so far.
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Offline TheMachine02

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Re: [2012 Apocalypse contest] Cataclysm
« Reply #13 on: November 28, 2012, 09:40:28 am »

After, with the texture, we won't see all the line (I don't make the texture, here it's just a test to see if there is no bug)
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Offline TheMachine02

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Re: [2012 Apocalypse contest] Cataclysm
« Reply #14 on: November 29, 2012, 03:29:54 am »
-collision systeme work
-you can change of map
-pressing del+direction key will move all the map
-improve deplacement systeme

AXE/asm programmer - unleash the power of z80 //C++//C

epic 3D things http://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html