June 9, 2017 at 1:07 pm #8529
Here’s the stuff lost in the new site transfer:
And the really interesting new development work:
There are a number of things being shown here:
on the left is the main palette. You can see the four CGA color palettes at the end. This is how the game switches between colors.
The map itself is made from 6 layers
layer 0 is the actual maze, with the for different colours showing the four zones – each zone uses a different CGA palette
layer 1 is the walls and decoration – towers etc
layer 2 and 4 are the balls. you place a ball with a direction. you also control how the ball moves by markers. when the ball hits a marker it will do something else
layer 3 is the lazer towers and radioactive floors the towers create.
layer 5 is the onscreen hud popup for pull and walk signs, etc
Using the color part of the map, the map can be loaded once and updated live without disturbing the tile layer, that way we have a default map and controls for doing other stuff on the map like shutting down lazers. It is then a simple task of resetting the colors on the map to a known value at the start.
The shown font has a character size of 32×32 pixels.
Not only does it allow us to create the map with other variables being visual and easily changed it is also used as the texture map for the 3d objects! So there is a full gradient set going from white to black plus the needed UI elements for the signs and pickups and lazer gun fires.
Which make for a very efficient dev process. So far I have been working on the game for 6 days including making the 3d objects, font, etcJune 9, 2017 at 1:40 pm #8532
Looks really cool I remember CGA.
Have you considered having a pixellate option where it has a 320×200 virtual resolution for true retro feel?June 11, 2017 at 11:01 am #8612
minimap and main view now show footsteps.
8bit chip emulation operational so proper chip sounds too.
custom keybindings being finished:
There is a start screen with basic information setting the scene as well
Plus all four CGA 4 color palettes are used at different times:June 11, 2017 at 11:18 am #8613
Very stylish!June 12, 2017 at 4:32 am #8654
Awesome stuff…so like demo?June 12, 2017 at 5:26 am #8656
Keep your hats on… LOL I’m just finishing stuff and working on the windows version – should be in a few hours or so…June 12, 2017 at 6:25 pm #8665
this Monkey 2 3D?June 13, 2017 at 5:13 am #8686
its monkey2, but custom 3d not mojo3d.June 22, 2017 at 6:39 pm #8866
what kind of custom 3d? could it be used by everyone?June 23, 2017 at 5:05 am #8872
yep. very simple to use with shader support. I’ll get a demo for you 😉June 26, 2017 at 7:50 pm #8941
Love the look of this, although I feel compelled to link this in case you fancied aping composite CGA 🙂June 27, 2017 at 5:46 am #8950
LOL. yep I tied to argue that point, but the Jam runner stuck to the 4 color palette.
got 49 out of 129 btwOctober 25, 2017 at 3:44 pm #11317
What program is that you’re using to design the maps?October 26, 2017 at 5:04 am #11324
It’s an unrealised program called fontmap.
It takes up to 2 charfonts (these are 16×16 bitmaps of characters), plus up to 3 palletes.
You can then add layers. Each layer can be different resolution and stores the results as both palette position (color) and character used.
Layers can be hidden, shown in different offsets allowing for strange map representation like hex maps.
The access code to load and manipulate the maps is also very simple, allowing you to decide how to use the data in your own apps.
Which platform are you on mac or win?October 27, 2017 at 6:34 am #11343
Sounds interesting. I’m on Windows.
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