Isometric Engine C++ (Updated Version 6)
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Author: | The Cecilizer
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Submitted: | 25th January, 2008
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Favourites: | 0 |
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Genre: | Engine
| Downloads: | 484
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Rated: |
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Edited By cec¿l on 2/1/2008
Edited By cec¿l on 2/1/2008
IMPORTANT! - for those in which it won't initialize for and get an error message that says something like
"this application has failed to initialize properly"
try going into "alleg42.dll"s properties and setting it to have full system control. if this works please tell me as i need to understand what the problem is.
if not please give me your exact error message.
and what kind of system you are using.
description -
ok so i posted a topic awhile ago asking how to project a coordinate system onto an isometric like one. http://create-games.com/forum_post.asp?id=209604
i got a lot of feedback but not much help. i accomplished this successfully though and am working out a very nice engine. once it is stable enough and is as bug free as i can get it, i will most likely release it along with its source. its written in C++ with allegro but it is very capable of being worked into mmf.
controls -
press N and M to zoom out and zoom in.
Press K and L to resize the draw area of landscape.
Press O or P to switch from windowed and fullscreen modes.
Arrow Keys move the character character on (x, y), z plane.
Press Shift to make the character jump.
click on the screen to move the play area.
edit - fixed "lag" by making movement delay independent from the whole app. and made it so it runs the same speed on different processor speeds by making the delay dependent on clock ticks and frames per second.
edit - scaling is a lot better but still not perfect. anti-aliasing will be looked into to smooth scaled sprites.
edit - added even more functionality to the loading of data from the .txt file. you can define the movements delay, the characters beginning x y and z coordinatesand, and the height and width of the data map.
example: where _'s are spaces (its the delimeter. ill change it to something more user friendly in a later version)
delayspeed_20_
maxobjects_200_
insertionpointxyz_1_1_1_
playfieldwidth_5_
playfieldheight_5_
01_01_02_01_01_
01_01_02_01_01_
01_01_03_01_01_
01_01_01_01_01_
01_01_01_01_01
edit - added collisions with the edge of the playable area and landscape that is greater than 1 z of your current location. so you would be able to go up on the area that is defined as 02_ in the above example but not the area defined as 03_ unless you were already on the area defined as 02_
edit - added an objects class to handle objects (only one object class so far, a box. it can handle up to 20,000 boxes. the data file only defines 200 for obvious reasons . each box has its own x y z and gravity).
edit - added gravity and jumping for the character.
currently implementing - collision handling for the box objects class and the character so boxes will be able to be moved or stood upon or picked up.
currently implementing - multiple boxes of the box object class to be on the same x, y coordinate. as of now only one box can be handled on a single x, y coordinate of the projected isometric grid.
currently implementing - different types of objects using either the same object class or different classes. whichever runs and works better.
currently implementing - optimizing code for better performance and easier additions.
currently implementing - sprite animations.
looking into - 3D arrays for better object height mapping and for allowing multiple objects on same x,y grid coordinate at diff heights (for land bridges etc.). not sure how this will effect the frame rate.
looking into - hardware acceleration.
looking into - network programming for possible online playability.
looking into - anti-aliasing.
Review This Download
 http://legendkpr.startlogic.com/files/iso.zip (428kb )
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