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test my tile engine!

Started by thehurricane Feb 24, 2003 at 9:49 PM 14 replies 450+ views
Original Post
thehurricane
thehurricane
Using OpenGL and SDL I've got a basic multi-layer, parallax scrolling tile engine up and running, with a Lua scripting enviornment and console built in. I'm interested in seeing how it smoothly it runs on other people's machines. Though its written in SDL, right now it's only compiled for Win32: http://68.65.132.7/ztile.zip Basically I'm curious to see how smoothly it runs, and if there's any glaring problems with the approach I'm taking with orthographic OpenGL drawing. Make sure to look at the readme.txt file for some important info and for the various keys you can use...but really all you need to do is fire up the executable and hit L to load the test level (with the horrible art and use the arrows to scroll...let me know what you think, the goal is a Metroid-like exploration focused sidescroller, but if you're expecting any sort of gameplay at all, you'll be disappointed, its just an engine test at this point NOTE: I forgot to mention in the readme.txt file that F4 switches to full-screen, please try it and tell me if it works, I had some trouble with it before... [edited by - thehurricane on February 24, 2003 11:04:38 PM]
Yohumbus
Yohumbus
couldn''t run it said it needed MSVCP60D.dll =(
ASCII stupid question, get a stupid ANSI
Zern
Zern
Runs smoothly. Nicely done.



PenIII 900mhz
512mb ram
Radeon 9000 pro ( 128mb )
WinXP Pro
thehurricane
thehurricane
Hmmm...I don''t know...try downloading http://68.65.132.7/MSVCP60D.zip and put the DLL in the ztile folder. Do you have Visual Studio 6 installed? Maybe its a file only people with MSVC would have, if that''s the case I need to include it in the distribution.
MOVSW
MOVSW
Compile the file without Debug information.
thehurricane
thehurricane
I recompiled the exe without debug information, so it should work for anyone, even people who don't have MSVC installed.

I'm also interested in any ideas about how I could use the Lua system with game objects. It's pretty cool, even right now in its current state, because you can bring up the console with F11 and then create a variable...

var = "foo"

And then print that variable with conprint...

conprint(var)

What I need to implement is multiline input so you could define functions, for say a switch to trigger a moving platform, a cutscene, or maybe a boss sequence.

Also, does anyone know a good tutorial on how to take drawings or photographs and how to make them tile?

[edited by - thehurricane on February 25, 2003 5:31:56 PM]
darookie
darookie
NULL pointer exception on startup.
MOVSW
MOVSW
quote:
Original post by thehurricane

Also, does anyone know a good tutorial on how to take drawings or photographs and how to make them tile?

[edited by - thehurricane on February 25, 2003 5:31:56 PM]


Quick and dirty trick is just to mirror the texture vertically and horizontally.
thehurricane
thehurricane
quote:

Quick and dirty trick is just to mirror the texture vertically and horizontally.


The problem I see there is that you still have to deal with the seams in the middle...what should I be using for those--Photoshop''s blur effect?
MOVSW
MOVSW
If you mirror it correctly you shouldnt have any seams. Say I have an image 16x16 that I want to make tileable. In photoshop I'd make new workspace 32x32 and paste the image at (0,0) in the corner. Copy image, create transparent layer, paste & mirror it horizontally and place it next to existing one at (16,0). Copy merge what you have (0,0)-(31,15), create new layer, paste it and mirror vertically. You can see an example of image I made using this technique.
http://irontroopers.virtualave.net/progsite/images/background.jpg

[edited by - MOVSW on February 27, 2003 1:03:48 AM]
thehurricane
thehurricane
I will have to try this. The hardest part, I think, is getting enough art to make a tiled game look good...that includes character animation, which I''m finding to be exteremly hard to get right.
deadalive
deadalive
Just thought I''d tell ya it runs very good on my very crappy PC here at work. Win95, pIII, Nvidia Riva TNT (*CRAP* CARD!)

see SDL is very good!
are you really using ALL THOSE dll''s?
not that it''s wrong, but they might end up hurting the speed once this develops into something bigger..
for starters I''d dump SDL_Image and make your own image loading function(s).
good luck with this! ;D
this place is lame
Dragun
Dragun
Runs smoothly. Reminds me of the FastGraph library.
thehurricane
thehurricane
Glad to see it runs on several different kinds of graphics cards...

Having seven layers with multiple layers of parallax is looking REALLY slick, I''ll have a new build with more art and tiles up soon.

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