Orthogonal / diagonal views test

4

was8bit 2024-04-27 10:21 (Edited)

Tap to turn left or right to rotate the pieces...

Testing concept...


Cell #25 is where the player image will be... map data would be used to populate all #cells using the player's position in the whole game map, as well as the direction then player is facing

.... when all done, this could be considered a "system" that can be repurposed for any kind of game...

V0.34 has the entire graphic layout reserves... allowing for game 16 images a time, each of the images will have a single cell graphic for the map, and a 2x2 cell graphic to represent the item that is currently in front of you (for pick up, drop off, for attacking, and for looking at a wall or a hidden door.... (currently these game graphics are generic as #'s)

Flatland Demo 0.3.nx | Open in app
2024-04-30 02:42
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Flatland Demo 0.1.nx | Open in app
2024-04-27 13:27
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2024-04-27 10:24
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2024-04-27 10:23
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2024-04-27 10:21

was8bit 2024-04-30 02:46 (Edited)

For the diagonal I had to use sprites for the images, as i wanted the items inside any map grid to use a single cell graphic... for the square layout, i simply change the cells...

As i have to use sprites (keeping the one cell per item restriction) this limits the range of view... i will probably edit the grids to fit the available range of view


was8bit 2024-04-30 03:00 (Edited)

... my next experiment will be to edit cells to create a "maze" where the walls blocking movement will be build into each cell as a border wall .... (take a peek at graphics page 2)


was8bit 2024-04-30 11:09

So, the #s will be placeholders... code will changes the # graphics to item graphics based upon the game map, which i will create via DATA statements...

... will then put the map into active memory to allow changes to the map during gameplay, as well as being able to create randomly generated maps...


was8bit 2024-04-30 19:33 (Edited)

I am currently designing the tiles for the maze formation…. As well as code to get it all working correctly …


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