I will add a README shortly -- but once you have the needed libraries installed (SDL and ogg/vorbis) then just "make" to build the binary and ./rempel to run it.
Today I worked on the logic for taking a vague map, where each square holds a material like GRASS or WATER, and picking the closest-fitting tile. See screenshot below.
Now I need to make it handle the DIRT material too, and then I will muck around with code to create simple buildings that the player can enter and (eventually) unlock with the right key.
Most of the time since the last report has been spent on the engine, such as:
- supporting alpha channel of images and sprites
- the logic for sound spatialization
- getting gamma working
- improving how characters move
- changed the basic font and able to draw it in different colors
- getting the console to play nicely with the menus
- joystick support
- and today I spent a lot of time improving the way tile data is transmitted from the server to the client.
At least the engine is feeling more polished now, and I have a better idea on where the actual game is going -- for example I originally planned for it to be an endless dungeon-crawl kind of game, but now I'm planning to have a fixed number of worlds (each with their own name and style) and an actual goal to complete.
No worries qubodup. I improved (for my taste anyway) the highlights by using Color Levels in the gimp, for example for green crystal bump down the red and blue channels. And I will use them in my LPC game, probably as treasure bonuses.
I will add a README shortly -- but once you have the needed libraries installed (SDL and ogg/vorbis) then just "make" to build the binary and ./rempel to run it.
It's in a Bazaar repository (with a bunch of other projects) here: http://sf.net/projects/awwports
(I probably should've made a new SF project for this -- though I wasn't sure at the time if I'd keep working on it).
BTW, I just made an exit building
Today I worked on the logic for taking a vague map, where each square holds a material like GRASS or WATER, and picking the closest-fitting tile. See screenshot below.
Now I need to make it handle the DIRT material too, and then I will muck around with code to create simple buildings that the player can enter and (eventually) unlock with the right key.
Progress report #2:
Most of the time since the last report has been spent on the engine, such as:
- supporting alpha channel of images and sprites
- the logic for sound spatialization
- getting gamma working
- improving how characters move
- changed the basic font and able to draw it in different colors
- getting the console to play nicely with the menus
- joystick support
- and today I spent a lot of time improving the way tile data is transmitted from the server to the client.
At least the engine is feeling more polished now, and I have a better idea on where the actual game is going -- for example I originally planned for it to be an endless dungeon-crawl kind of game, but now I'm planning to have a fixed number of worlds (each with their own name and style) and an actual goal to complete.
Thanks from me too.
looks good so far.
We enter the competition at the end of the month (when our games are "complete", hehe)
No worries qubodup. I improved (for my taste anyway) the highlights by using Color Levels in the gimp, for example for green crystal bump down the red and blue channels. And I will use them in my LPC game, probably as treasure bonuses.
Anyone else not thought of a name for their game yet?
Yes, very glad to see another monster sprite!
Cheers Stephen, for this and other artwork which I'm using in my game. They are really high quality stuff.
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