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Nebulus/Tower Toppler game


33 replies to this topic

#26 artrag OFFLINE  

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Posted Thu May 3, 2018 12:27 AM

It looks awesome already! Probably the 3d effect could even improve by adding a color gradient using reds or blues in oder to make the front face of the tower brighter than the lateral faces

#27 Vorticon OFFLINE  

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Posted Thu May 3, 2018 6:29 AM

This version has a background.

 

I actually got nauseous watching the animation! Did anybody else experience that? I think it has to do with the background being completely tiled instead of just having a few scrolling elements.



#28 mizapf OFFLINE  

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Posted Thu May 3, 2018 7:28 AM

Kinetosis...

 

Interestingly, VR headsets now use a kind of tunnel vision when you sweep around ("comfort mode"); the peripheral areas are just gray. Otherwise, your vision system has nothing to cling to, and you start swaying and start feeling dizzy. (I've got a HTC Vive.)



#29 Asmusr ONLINE  

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Posted Sat May 12, 2018 12:54 PM

I haven't done a lot of work on this, but I did add some doors/openings. I also changed the graphics to look more like bricks.

 

So far it's very simple: a door is added by choosing the right row from a map like this, and copying it to the VDP:

 

Attached File  temp.png   2.08KB   3 downloads

 

There is another map for odd rows, and another map for rows without doors. With this technique each row can have only one door.

 

Pre-defining maps with more than one door would take up too much memory, so additional doors will have to be added on the fly together with platforms, etc. So instead of copying directly to the VDP I have to copy the row to a buffer first where additional objects are added. That's the next step.

 

 

Attached Files



#30 artrag OFFLINE  

artrag

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Posted Sun May 13, 2018 12:40 PM

There has to be a way to store single tiles or transitions between tiles according to the angle of the rotation
It would allow full flexibility in building the map

#31 artrag OFFLINE  

artrag

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Posted Mon May 14, 2018 12:23 AM

I see about 60 angles in your plot that make the right edge of a door visible from the leftmost to the rightmost side of the tower.
The same holds for its middle black tiles and the left edge. A door slice is 4 tiles.
The door could be coded by a matrix 4x60.
Each row is a tile, each column an angle.

Edited by artrag, Mon May 14, 2018 1:03 AM.


#32 artrag OFFLINE  

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Posted Wed May 16, 2018 2:14 PM

I would reduce the height of the blue tiles in background in order to keep the rectangular proportions of the tiles used in the foreground tower  



#33 Asmusr ONLINE  

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Posted Thu May 17, 2018 11:22 AM

I'm very, very slowly working towards a version were the doors and platforms are drawn on the tower instead of being predefined.



#34 Asmusr ONLINE  

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Posted Today, 2:36 AM

Attached File  screenshot.png   4.68KB   0 downloads

 

This version has platforms, and both platforms and door are drawn programmatically, i.e. without relying on a pre-calculated data. The speed is OK for this demo, but if all platforms were the same width it would be possible to pre-calculate how a platform looks at all angles, which would result in much faster drawing. The 3D look of a platform when it rotates around the edge of the tower could also be improved with this approach.

 

 

Attached Files


Edited by Asmusr, Today, 2:38 AM.





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