Search found 1005 matches
- Tue Sep 09, 2014 7:57 pm
- Forum: General discussion
- Topic: a basic TileMap implementation
- Replies: 9
- Views: 14018
ok, had a bit of time with this, and the idea to build a mesh instead of using the zge Font component for rendering the tileMap. Seems to be working well,. Now we can RMB to select a tile, and LMB to place what is selected,. need to add a way to see all the tiles. Also SPACE to gen noise levels, and...
- Mon Sep 08, 2014 12:15 pm
- Forum: Feature requests
- Topic: Project Tree improvements
- Replies: 60
- Views: 128509
- Fri Sep 05, 2014 2:09 pm
- Forum: General discussion
- Topic: a basic TileMap implementation
- Replies: 9
- Views: 14018
- Thu Sep 04, 2014 1:49 pm
- Forum: General discussion
- Topic: a basic TileMap implementation
- Replies: 9
- Views: 14018
Even without coding in the source one can still provide pseudo-code, implementation suggestions, and ideas without doing the actual builds., just a thought. The old console solutions would not be taking any modern 3d hardware into account?,. the idea of a tileMap system in ZGE is that we can still u...
- Thu Sep 04, 2014 1:18 pm
- Forum: General discussion
- Topic: a basic TileMap implementation
- Replies: 9
- Views: 14018
- Thu Sep 04, 2014 12:05 pm
- Forum: General discussion
- Topic: a basic TileMap implementation
- Replies: 9
- Views: 14018
- Thu Sep 04, 2014 12:40 am
- Forum: General discussion
- Topic: a basic TileMap implementation
- Replies: 9
- Views: 14018
a basic TileMap implementation
for the first attempt I use the Font Component to cut the tiles up and arrange them,. works well enough for my purpose; a single screen tile based game to be called; nascii . We end up with a 21x38 grid in modern wide screen mode (16:9). Notice the CharScale=.9995; in the levelLayout RenderText Expr...
- Wed Sep 03, 2014 11:15 pm
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 440494
Nice one Kjell,. lol. Seems like a cool new feature Ville. However, if you are using SunVox for sound anyway, you can also add OGG files to the modular setup. OGGs get embedded into the .sunvox file and can therefor be embedded into a .zgeproj when wanted as well. on another note,. I have been exper...
- Sun Jun 08, 2014 8:27 pm
- Forum: General discussion
- Topic: Level/world editor in ZGE?
- Replies: 17
- Views: 24911
- Sat May 03, 2014 12:42 pm
- Forum: Your projects
- Topic: More Seeds - an Artificial Life EcoSystem
- Replies: 3
- Views: 17962
- Fri May 02, 2014 1:12 pm
- Forum: Your projects
- Topic: More Seeds - an Artificial Life EcoSystem
- Replies: 3
- Views: 17962
More Seeds - an Artificial Life EcoSystem
New project, based on an old one. More than 10 years ago I made a thing called Seeds using GameMaker. Recently I was asked for the source code for that, alas,. probably lost on a stolen computer. So I just remade it is ZGE! This took about 10 days. (I only get a couple hours a day to work on this st...
- Thu Feb 13, 2014 2:39 pm
- Forum: Your projects
- Topic: thisMachine - the jousty cave-mining game,.
- Replies: 7
- Views: 31460
Thanks jchp7787, It is always good the hear someone likes what I am attempting to do. I have not gotten back to game development since winter holidays,. been messing around with a bunch of music/sound synthesis stuff,. and dealing with my usual winter case of SADS. eventually I do hope all my works ...
- Mon Jan 06, 2014 3:30 pm
- Forum: Extensions
- Topic: Box2D for ZGE
- Replies: 35
- Views: 85638
- Thu Dec 19, 2013 6:16 pm
- Forum: Extensions
- Topic: Box2D for ZGE
- Replies: 35
- Views: 85638
- Wed Dec 18, 2013 2:33 pm
- Forum: Your projects
- Topic: thisMachine - the jousty cave-mining game,.
- Replies: 7
- Views: 31460
Thanks guys,. happy to know it is playable elsewhere. jonaspm, the level win screen, you defeated the nest! note; I have the amount of creatures set rather low,. this was so I could quickly play-test though levels,. next build will be more populated. ;) Ville, if that twitching is more pronounced th...