Asteroids remake

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This topic contains 41 replies, has 7 voices, and was last updated by  AdamStrange 2 years, 8 months ago.

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  • #4169

    wiebow
    Participant

    I used a simple radius check for broad sweeps and line collisions for close checks. I was able to mark lines as “detail” meaning they did not participate in the checks. Fast and easy, no need for anything else from a line vector object point of view.

    #4198

    AdamStrange
    Participant

    Here’s a quick look at things with new images and left list operational.

    You can see I’ve got for clarity and simplicity. in essence you just create a whole block of ‘vector’ objects that can simply be rendered onto the screen. use multiples for different versions, use other as poly collision, etc. All wrapped up in a single unified UI.

     

    Still doing debugging and finalising, but coming along ๐Ÿ™‚

    #4201

    dmaz
    Participant

    nice… and this should integrate with your bitmap editor to create collision polys for bitmap objects as well.

    then of course since you seem to be flying through this stuff… build a scene graph bitmap animation editor on top of both of these!

    #4202

    dmaz
    Participant

    also… in these editors you should allow a workflow that can see external changes and update… so those app seem integrated as well in you ide. for instance, I like Aseprite for bitmap editing so if I have a bitmap ‘object’ in your ide and I make a change using aseprite, it would be nice to have your app recognize and automatically update all the assets.

    I’m making the assumption here that the primary purpose of your editors are for creation and assembly of game objects with creation and modification of the base assets being secondary? (since there are really awesome apps out there like Aseprite)

    #4221

    AdamStrange
    Participant

    good points ๐Ÿ˜‰

    #4239

    AdamStrange
    Participant

    ok. All working and operational now.

    I’ve added list reordering, just drag and drop for new order

    Added stuff like undo, select all, etc

    undo just really undoes the lat dropped point, but it will work with pre loaded vectors too!

    the eyes now function, so if you click an eye, it will show the ghosted version in the drawing area

    Here’s the last shot of this in stand alone app form. next up will be to integrate it directly into ted21

    P.S. fast loading and saving of binary format too.

    As Dmaz said above. any opened vector objects automatically save as they are documents ๐Ÿ™‚

    #4308

    AdamStrange
    Participant

    Hi Matthew

    Heres a couple of shots for you showing vector editing built directly into ted21 (which isn’t quite as dead as I would have thought)

    Also basic app showing loading of the single vector asset (packs the vector shapes into a single file).

    full rotation/scaling of vectors fully supported.

    automatic bounds update and basic entity system complete

    I’ve got boundsPoint and polyPoint collision implemented as well as bullets. No need for particles as I found a sneakier way of doing them…

    Just writing a quick vector font system – using the same vector library

    #4340

    AdamStrange
    Participant

    (not)particles complete, stars complete, vector text complete,

    Starting to look not too bad….

    #4356

    Matthew Smith
    Participant

    looking great Adam!ย Howย is the data being stored and loaded?

    #4360

    AdamStrange
    Participant

    nice and simple:

    here’s the individual routines

    and the packed ones:

    #4380

    Matthew Smith
    Participant

    Thanks!

    #4381

    AdamStrange
    Participant

    Here’s the complete vevtor2d class

    This has all the code for loading saving and drawing a single object

    internally it is a single float array so that it can be passed directly to mojo.canvas

    it also supports filled polygons, but not proper ones with concave parts – just the default mojo.poly

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