> Hi Mike,
> > >
> > > Download this stack, too:
> > >
> > > http://andregarzia.on-rev.com/alejandro/stacks/walkingman_2.zip
> > >
> > > After you change the names of variables and controls to a
> > > namespace familiar to your coding st
change the names of variables and controls to a
> > namespace familiar to your coding style, this script could
> > be useful and, hopefully, optimized for general use. :-D
> >
> > Have a nice weekend!
> >
> > Al
> > --
> > Vi
al use. :-D
>
> Have a nice weekend!
>
> Al
> --
> View this message in context:
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> Sent from the Revolution - User mailing list archive at Nabble.com.
>
!
Al
--
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Very cool, thanks for links, have downloaded the source for g2, can't wait
to start digging through it. It's hit half past braindead-oclock here, night
all, and thx again.
On Fri, Sep 24, 2010 at 12:20 AM, Shao Sean wrote:
> http://forums.runrev.com/phpBB2/viewtopic.php?f=22&t=4295
>
> http://fo
http://forums.runrev.com/phpBB2/viewtopic.php?f=22&t=4295
http://forums.runrev.com/phpBB2/viewtopic.php?f=22&t=1053
scroll through the second and there is a link for the full source code
to the game.. I tried it out a while back and it seemed pretty nifty
and you can probably get some point
Thank you all for the help. It's not pretty yet, but I now have a 9x9 grid
that does wrap scrolling using the arrow keys, sets 1 of 2 possible tiles
for each square based on current position, and it even seems to run decently
fast. So far the data isn't coming from an array, just from a flat list
K gotcha. And then layer the button positions so that things work out once
the tiles are set. I -think- I understand how this will work. Going back to
play more.
On Thu, Sep 23, 2010 at 8:24 PM, Dar Scott wrote:
>
> On Sep 23, 2010, at 8:13 PM, Mike Bonner wrote:
>
> 3/4 view? Same as iso vi
On Sep 23, 2010, at 8:13 PM, Mike Bonner wrote:
3/4 view? Same as iso view?
Probably, I don't know where I came up with 3/4.
You don't have to do any math or perspective, just draw each tile as
seen looking down but a bit looking (say) north.
Dar
3/4 view? Same as iso view?
Oh cool, just looked up toroid (didn't know what it was believe it or not)
got a visual of how that would work now, thx!
Setting things up with buttons now, and simply using labels to mark terrain
types for the moment so I can get a basic movement system running, stil
You might consider using buttons, not for any button functionality,
but to reference images. Lay those out as you need. They will be in
the same coordinates as your sprites and arrows and things. You can
butt those against each other. Adjust the margins if buttons have them.
If you go t
Awesome, since i'm horrible at graphic design, I was hoping to find free
tilesets, and those look really nice!
Thank you thank you.
On Thu, Sep 23, 2010 at 7:38 PM, wayne durden wrote:
> Hi Mike,
>
> I don't have anything to add with regard to organizing your game, but if
> you
> want some real
Hi Mike,
I don't have anything to add with regard to organizing your game, but if you
want some really spiffy graphics for tile based game design there are some
really good free ones at the following url:
http://lunar.lostgarden.com/labels/free%20game%20graphics.html
For instance the set:
Danc'
Pulling out sections for view is part of the plan, after experimenting more,
setting imagesource for my map is probably not on the "good idea" list, so
i'm going to experiment with the button idea, thank you much. Might
experiment with the same thing in a datagrid just for practice.
Think if I st
> Would a datagrid be a better method for this? With a row template of 9 tile
> size images viewing 9 rows, and use fillindata to choose what imagadata to
> set each row tile to.. I was thinking this might work pretty well as I will
> only have to worry about the charoffset for each data row, and t
Finally am getting back on my feet(health stuff, long story) and want to try
and learn some new things.
I'm looking at making a very simple overhead view rpg, and my thought was to
use tilesets and set the imagesource of the chars to the desired tile based
on letter. (meaing w for wall, f for floo
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