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Friday, February 11, 2011 - 10:48

I'm thinking that one way we might be able to make these plant packs usable in games is to render them as transparent pngs and use them as ground details.  Particularly handy is the fact that you can turn them to any angle you want, so you can take a single plant model and get a number of different viewing angles, thus preventing your details from all looking the same.  As you said, 9,000 polys may be a bit much for a shrub, particularly if you're showing dense vegetation.

Friday, February 11, 2011 - 02:00

Your troll grade: D+.

My advice if you want to do better is start out with a more sound premise.  String people along for a bit and lead them into your contraversial opinion, don't just jump out there with it.  Much to learn you still have.

Wednesday, February 9, 2011 - 11:35

Wow.  I would have thought that it would be too difficult to write music on a phone. :)

As far as FL Studio goes, I'm quite fond of it myself -- it's where I do pretty much all of my composition.

Wednesday, February 9, 2011 - 09:36

Hey, very nice work!  This would be excellent in a sci-fi action game. :)

I'm listening to your album on Soundcloud now, and I'm really enjoying it.  Out of curiosity, what software/hardware did you use?

Peace,

Bart

 

Tuesday, February 8, 2011 - 23:24

Yup.  Adding new medals is a lot less of an ordeal now.

Tuesday, February 8, 2011 - 11:58

I was actually thinking I'd make a few more, since this one ended up being more popular than I expected.

 

Wednesday, February 2, 2011 - 18:37

Nice pose in the preview pic, particularly with the lighting angle.  Looks like he's about to be abducted by aliens.  :)

Monday, January 31, 2011 - 19:30

Well, obviously you can't just draw them like you would square tiles. :)

I think there are some isometric tiling tutorials out there that can give bettter info than I can, but here's how I'd imagine they would be drawn:

  • Assume the (0, 0) tile is the corner at the top of the screen.  Draw that one first.
  • Step trough the map by diagonal row.  So you draw (0, 0) first, then the row below that would be (0, 1) and (1, 0).
  • The row below that is (0, 2), (1, 1), and (2, 0), and so on.  Notice that each row starts with a Y value that's 1 higher than it was last time, then you move through the row by adding 1 to X and subtracting 1 from Y until Y = 0.
  • Contine the above steps until Y reaches the maximum Y value of the map.  From then on, Y should stay at that value, and you start adding to X instead.
  • How you stagger the tiles as you draw them depends on the exact dimensions of the tiles themselves.  Experiment until you're satisfied that they're lined up correctly.  You may want to make some bare tiles with a one pixel border to play around with so you know you're drawing them correctly.
  • Drawing "3D" iso maps (that is, iso maps that can have more than one layer) is easy.  As you draw each (x, y) tile on the map, draw the bottom tile first and then work upwards

Now, as with all programming, there are tons of different ways to do it.  Don't assume mine is the best -- it's just one way to go about it, and should be taken with a grain of salt since I've never written an isometric engine.  Look at the tutorials that are out there.  Here's one to get you started:

http://stackoverflow.com/questions/892811/drawing-isometric-game-worlds

Bart

 

Monday, January 31, 2011 - 14:44

I split the image and uploaded the zip file as an additional item.  Here's a direct link:

http://opengameart.org/sites/default/files/grass_and_water_tiles.zip

On the off chance that you're working with a linux (or cygwin) command line, look into the ImageMagick toolkit, specifically the convert tool, which is what allowed me to split them quickly.

The command was this:

convert -crop 64x64 ../grass_and_water.png grass_and_water_%d.png

Anyway, enjoy!  :)

 

Bart

Monday, January 31, 2011 - 14:29

So you're looking for a bunch of individual images, one per tile, right?

 

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