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creating auto worlds


creating auto worlds

Postby brendan » Jan 24, 2002 @ 11:27pm

recently (well over the past year) I created 2 games using pocketc, squish and P (Squish 2) these games involve a player pushing objects around the screen to get gems. objects interreact with one another etc. (www.ozcreations.com.au/p.htm), anyhow in these games the playing area is a 15 x 15 grid, I'm looking into creating a world of say 50 x 50 that you scroll around, and levels are automatically created, e.g the computer places walls, then doors, and keys to suit etc, the question is can it be done, simply, and does anyone have any ideas how ? or am I going to have to create large "worlds" myself.... (bugger) BTW I'm not going to be using pocketC for this one :)

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Postby suchiaruzu » Jan 24, 2002 @ 11:37pm

THANK GOD you wont use PocketC!!!
<div align="center">Image<br></div>
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Postby James S » Jan 25, 2002 @ 1:28am

Well they did that in Diablo, random scrolling worlds. You would have to program an extensive ... thingamajigga that would think of where things go and how close/far they should be from one another and make walls in lines so they don't work wrong.

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Scrolling Maps

Postby filrv » Jan 28, 2002 @ 5:13pm

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wicked!!

Postby brendan » Jan 28, 2002 @ 10:28pm

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Map Editor

Postby filrv » Jan 28, 2002 @ 11:08pm

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Sounds Good!!

Postby brendan » Jan 28, 2002 @ 11:20pm

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Map Editor

Postby filrv » Jan 29, 2002 @ 11:43pm

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Map Editor

Postby filrv » Jan 30, 2002 @ 2:06am

Another good thing about the map editor is that it allows for sprite animation to be built up in it. Which makes playing back animations simple.

Again, this also works already in the engine.

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Cool

Postby brendan » Jan 30, 2002 @ 6:11am

Seems to work fine, I'll just have to wait and see I guess, I've been playing around with the generated code a bit as well.....i've got a 2-d scroller happn'in over a 50x50 play area (12x16 visable) of 20x20px blocks..... I convert the bmp file it generate to a .tga etc.
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Question

Postby brendan » Jan 31, 2002 @ 5:55am

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re: Question

Postby filrv » Jan 31, 2002 @ 4:43pm

Yes, you have to deal with the control of all game objects. The editor is basically there to lay stuff out.

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OK

Postby brendan » Jan 31, 2002 @ 11:10pm

so this includes creating the code for animations etc?

next question, if one was to create a "50 x 50 level" consisting of 20px x 20px tiles, but only wanted the player to move say 2px at a time how do you place the player into the level information, or would you keep that seperate?, and if so how can you do basic comparisions to check if the player is going to hit stuff etc, for example if the player can only be in one of the 50 x 50 squares then you can do a check for making the player fall by:

if (levledata[player.locy + 1][player.locx] != solidground) player.locy++;


but this can't be done if the player is in a 1000 x 1000 "grid", I'm new to the platform level thingy, so any help, code would be much appreciated.
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Another Q

Postby brendan » Jan 31, 2002 @ 11:25pm

I've another Q, :)

you said to create the screen into a memory block, and then copy part of it to the screen buffer, I've done the calculations and for a 500x500 tile level using 20x20px tiles, I need 100000000 x 16bits locations or about 1.5MB (if my calcs are correct) now thats a lot of mem, just for one level) the code I've got working at the moment just draws the part of the level direct to the screen buffer, providing I seperate the trans stuff from the "full blocks" so I'm not doing lots of "if" statments it runs at about 25f/s with the screen conpletly covered with tiles, and drawing a Background screen. or should I go with the membuffer thingy ?

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Question

Postby filrv » Feb 1, 2002 @ 2:22am

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