Forum Replies Created
-
AuthorPosts
-
Use this link for a permanent login: The first one (at this time) is a temporary
(be sure to be logged out (or not logged in yet) before using this link)
Are the tracks procedurally generated? I want to try to do that in the future.
I like the images. Makes me want to start brainstorming making something just like it.
I was able to add procedural building images and some procedural tree images to the top of the level. I started on the towns people ai but I stopped there. I am not sure when I will continue. I got to around 5000 lines.
One thing : On my low end amd a8 laptop I have a framerate issue in debug mode. When I draw the tiles as drawrects I get 60fps but when I change them to drawimage the framerate drops to 30. I have no idea what causes it. (textureflags is set to corrects one)
I might spend time investigating this later on.
Am planning the town at the top level at the moment. Want to do something procedural like with the rock tiles. Gradient background, Clouds, Mountains, Buildings.
Towns people and Shop should be done soon also. I have also been thinking about quests that the towns people can give. I have a book I can reference for that.
The project is close to 4000 lines right now. A new playable version has been uploaded (emscripten)
https://cromdesi.home.xs4all.nl/emscripten/platformerminesx/Untitled1.html
Progress is taking longer then I hoped.(Lack of experience with the features) So lot’s of debugging and fixing going on with every new feature added.
I added mineable area’s. (The lighter area’s) The ‘g’ key is used for mining. When a tile is mined something is dropped. There is no inventory yet. I want to add some kind of pickaxe animation also later on. I also added that the gun and grenades can destroy mineable tiles. This causes item drops also.
I made the Slime Monster have tentacles. Simple line draw commands as of yet. The tentacles grab nearby flying monsters and pull them into the slime. The tentacles hit the player and the player his HP goed down. (he can die now – restarts) The slime monster can be shot into nothingness with the shotgun and also the grenades can kill him off.
I added Laser Walls (L key) They block the flying monsters. The player can move through. This way you can close of sections of the map. They can not be removed yet. Later I want to add them as a purchase in a shop.
I added procedural tile images. Only rocks at the moment. There are 3 different colored ones. Each colored tile has a number of variations.
I am at +\- 3200 lines now. The emscripten link has been updated.
https://cromdesi.home.xs4all.nl/emscripten/platformerminesx/Untitled1.html
Here a video of the current version :
Attachments:
Ok. I have not worked with streaming music yet. It is good though to have a number of good features to work with.
As far as I am aware the music(mp3,wav,ogg) plays at a certain amount of bits per second(1000 MIllisecs) If you know at which bitrate the music file is encoded you can calculate the time you are on.
I spend a couple of days working on it again. It is at 2000+ Lines now.
https://cromdesi.home.xs4all.nl/emscripten/platformerminesx/Untitled1.html
(If you loaded the link above before then be sure to use Refresh to reload possible newer version)
Added :
Bouncy Grenades, Shotgun, Town sentries, Growing slime monster.
Planned :
Town area with shop and towns people, More monsters, Mineable area’s, Slime tentacles(grabs anything), Procedural tiling.
I keep dying.
Nice though…
On itch.io afaik the official download for blitz basic 3d is located.
https://blitzresearch.itch.io/blitz3d
Ok, thanks. I was able to get it working.
I forgot to use the Model. before the createterrain. That is why it said the command was not found.
Knowing how to use a programming language is important
It was with only with MonkeyX that I learned how to use Classes(Thanks to the forums – I skipped blitzmax) With Java I had a lot of trouble finding examples and was not able to learn a lot of that language.
Modern blitz research languages are faster with the pixel drawing.
I think there is something for collision in the rect class.
Maybe the physics lib has the right things. I have not used it yet though.
on my github i have a number of collision functions that I copy and paste in my projects.
https://github.com/Pakz001/Monkey2examples
I am using the Microseconds command at the moment. It seems to give some different start up results.
I liked the command in Java that gave the milliseconds passed from 197x or so(was it unix time?) It was a Long integer value. Might this be possible to add also?
Impressive.
So how much of those advanced maths do you need to know to make things like this? I stil need to poke myself into watching lessons on youtube. I am still to stuck on 2d atm.
-
AuthorPosts
