Oh, very cool. I was hoping we'd get an update but I sure wasn't expecting a whole ass demo! Great wor; I look forward to playing it.
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Show posts MenuQuote from: Khris on Fri 07/10/2022 17:50:52My code is supposed to draw from far to near but let me check my code and get back to you.
Quote from: eri0o on Thu 06/10/2022 21:48:14Made one first person dungeon crawler open source in gh here, is the specific maze renderer: https://github.com/ericoporto/galleys/blob/main/DungeonCraw/MazeRenderer.asc
The algorithm/original code is not mine, the game/assets were posted on Open Game Art and I picked up from there. Perhaps it could be useful as inspiration.
function renderVisionCone() //draws the walls
{
clearScreen();
DynamicSprite.Create(620, 400);
DrawingSurface *dungeonWalls = Room.GetDrawingSurfaceForBackground();
if (playerChar.faceDir==eFaceUp){
MazeType tile0 = GetCell(playerChar.x-2, playerChar.y-2);
if (tile0==eMazeWall){
dungeonWalls.DrawImage(0, 0, 18);
}
MazeType tile1 = GetCell(playerChar.x-1, playerChar.y-2);
if (tile1==eMazeWall){
dungeonWalls.DrawImage(0, 0, 12);
}
MazeType tile2 = GetCell(playerChar.x, playerChar.y-2);
if (tile2==eMazeWall){
dungeonWalls.DrawImage(0, 0, 4);
}
//MazeType tile3...
//this times ten plus one more for each cardinal direction == bad times.
}
}
function renderVisionCone()
{
if (playerChar.faceDir==eFaceUp){
clearScreen();
MazeType tile0 = GetCell(playerChar.x-2, playerChar.y-3);
if (tile0==eMazeWall){
DynamicSprite.Create(620, 400);
DrawingSurface *dungeonWalls = Room.GetDrawingSurfaceForBackground();
dungeonWalls.DrawImage(0, 0, BACK_LEFT);
dungeonWalls.Release();
}
MazeType tile1 = GetCell(playerChar.x-1, playerChar.y-3);
if (tile1==eMazeWall){
DynamicSprite.Create(620, 400);
DrawingSurface *dungeonWalls = Room.GetDrawingSurfaceForBackground();
dungeonWalls.DrawImage(0, 0, BACK_MIDDLE_LEFT);
dungeonWalls.Release();
}
MazeType tile2 = GetCell(playerChar.x, playerChar.y-3);
if (tile2==eMazeWall){
DynamicSprite.Create(620, 400);
DrawingSurface *dungeonWalls = Room.GetDrawingSurfaceForBackground();
dungeonWalls.DrawImage(0, 0, BACK_MIDDLE);
dungeonWalls.Release();
}
//MazeType tile3...
//this times ten plus one more for each cardinal direction == bad times.
}
}
Quote from: heltenjon on Mon 26/09/2022 00:47:59And...played it. Very nice! While there probably was more eye candy in the first installment, I think this is the better game. This time around we get puzzles! And good ones, too, I might add. There's a fun and confusing story (that's kind of the theme of the jam, so that's okay), with plenty of humour. And of course, you do know how to make it look good.
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