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Thread: 2.11 Beta 3 Progress

  1. #1
    Robots in Disguise
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    2.11 Beta 3 Progress

    1. New psuedo-isometric drawing mode. Like so:

    http://darknation.armageddongames.ne.../isometric.htm (100k of pictures)

    Thoughts? This is just something I scraped together while I was thinking about the best approach to fix some other bugs. Basically, you have to have a set of 48 combos in a row, each one representing a combination of shore and/or corner in a certain order. All of the above pics are (nam), btw.

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    I shall exalt myself over all Armagedddon Games bigjoe's Avatar
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    Re: 2.11 Beta 3 Progress

    I could see this being extremely useful, but it might be a pain to set up.


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    Patra Cloral's Avatar
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    Re: 2.11 Beta 3 Progress

    Awesome! That could be used for lots of things: paths, grass, pits, etc.
    How does one set up the combos for this? Do they have to be placed in a specific order?

    This might be a bit too complex, but would it be possible to set this thing up to work with dungeon walls? Something like that could really cut down on the time it takes to design a quest. Maybe overworld cliffs too, but I'm probably asking for too much right now.
    Also, what happens if you leave isometric mode, screw up the lake somehow (like add a dock tile), and then come back? Would it try to replace the dock tile?

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    On top of the world ShadowTiger's Avatar
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    One Question.

    Does It Work With Dungeon Wall Placement Too? O.O
    (As Cloral Had Asked.)

    Holy .... This is ... so darn cool! You've just saved questmakers an utterly amazing hassle! Thank You! O_O

    So, how does the layout of these tiles work? I noticed a fairly complex combo page there. Additionally, which combo are you actually using to draw this setup with? Is it only one combo that you're using? O_O

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    Gibdo Solaris_Omega's Avatar
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    Re: 2.11 Beta 3 Progress

    Impressive, I have seen things like this in RPG maker. I can't wait to see how this goes

  6. #6
    Robots in Disguise
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    Re: 2.11 Beta 3 Progress

    Yes, the combos have to be in a specific order. All of the combos are water (or path or whatever you are 'carving' with) combos (except for the last one, which is a land combo, and it's type is set to 'none'. The first combo is completely water. The other 46 are water with the following land pieces on them:

    Top Right Corner
    Top Left Corner
    Top Left Corner, Top Right Corner
    Bottom Left Corner
    Bottom Left Corner, Top Right Corner
    Bottom Left Corner, Top Left Corner
    Bottom Left Corner, Top Left Corner, Top Right Corner
    Bottom Right Corner
    Bottom Right Corner, Top Right Corner
    Bottom Right Corner, Top Left Corner
    Bottom Right Corner, Top Left Corner, Top Right Corner
    Bottom Right Corner, Bottom Left Corner
    Bottom Right Corner, Bottom Left Corner, Top Right Corner
    Bottom Right Corner, Bottom Left Corner, Top Left Corner
    Bottom Right Corner, Bottom Left Corner, Top Left Corner, Top Right Corner
    Right Side
    Right Side, Top Left Corner
    Right Side, Bottom Right Corner
    Right Side, Bottom Right Corner, Top Left Corner
    Top Side
    Top Side, Bottom Left Corner
    Top Side, Bottom Right Corner
    Top Side, Bottom Left Corner, Bottom Right Corner
    Top Side, Right Side
    Top Side, Right Side, Bottom Left Corner
    Left Side
    Left Side, Top Right Corner
    Left Side, Bottom Right Corner
    Left Side, Top Right Corner, Bottom Right Corner
    Left Side, Right Side
    Left Side, Top Side
    Left Side, Top Side, Bottom Right Corner
    Left Side, Top Side, Right Side
    Bottom Side
    Bottom Side, Top Right Corner
    Bottom Side, Top Left Corner
    Bottom Side, Top Left Corner, Top Right Corner
    Bottom Side, Right Side
    Bottom Side, Right Side, Top Left Corner
    Bottom Side, Top Side
    Bottom Side, Top Side, Right Side
    Bottom Side, Left Side
    Bottom Side, Left Side, Top Right Cormer
    Bottom Side, Left Side, Right Side
    Bottom Side, Left Side, Top Side
    Bottom Side, Left Side, Top Side, Right Side

    Basically, it's a binary progression. Starting with the top right corner and progressing counter clockwise, then going through the sides, starting with the right and going counter clockwise. So, there are 8 land pieces to go through. Why, then, aren't there 256 combos? Because a side piece uses up the corners that it touches. For instance, the combo with the left and right sides touching land are touching the top right, top left, bottom left, and bottom right corners, so that one combo is used for 16 different neighboring combo possibilities.

    And yes, I was drawing with only one combo, the isometric mode just changed it on the fly as it was being placed on the screen. Also, yes, you could use this for paths, grass, pits, or anything where you have two things that need to smoothly border each other.

    As for dungeon walls, if it's a 1-tile high wall, it might work, but the dungeon walls in Zelda are generally 2 tiles high. It may be possible to modify the code to accomodate 2-tier changes like that, but it would exponentially increase the amount of combos you would have to set up (might be worth it, though). In any event, I'll look into it.

    Anyway, I've been thinking about this idea for a while now (ever since I first saw isometric maps in StarCraft) and just recently got around to coming up with the algorithm for the combo placement.

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    Patra Blonde799's Avatar
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    Re: 2.11 Beta 3 Progress

    That's amazing. That could save a lot of time making complex landscapes. I guess that makes up for the time to set everything up.


    I'm getting a feeling of Vuja De - where you know you've seen it before, but don't want to remember it.- Ganonator

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    Octorok LinktheMaster's Avatar
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    Re: 2.11 Beta 3 Progress

    This could seriously prove to be a great timesaver. I can't wait to test this out. :)
    LinktheMaster: Owner / former administrator of PureZC, a ZC fan site with resources and tutorials.
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    Lynel Dart Zaidyer's Avatar
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    Re: 2.11 Beta 3 Progress

    This feature is nice, but did you fix any of the annoying, nonsensical bugs yet? Stuff like IT playback in ZQuest and the SPC music playing back at the wrong pitch again. That's driving me nuts.
    How'd it get reverted anyway?
    ~Dart Zaidyer

  10. #10
    Octorok Rydia's Avatar
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    Re: 2.11 Beta 3 Progress

    Wow, that is totally awesome DN!!! This is gonna make it so quests can be built much much quicker, especially since it isn't limited to water combos! I look forward to testing this. I can't wait to see what other sweet features you come up with.




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