|
-
May 19th, 2004, 01:22 AM
#1
Thread Starter
Hyperactive Member
Simple 2D RPG Game
I am creating a simple RPG game based off of BattleTech (MechWarrior, MechAssault.) Purely coded in VB, no DirectX, only a single picture box as a canvas and the rest is in code and in graphic files which are loaded when needed. And is always in direct overhead view.
I need some advice on how by doing this.
My base idea for the maps was to compose it of 3 layers. The visual texture which would be simple bitmap tiles. The locals, which would be buildings, trees, and anything stationary that can be blown up or damaged. And the Tile Event tags, which will server as an behavior tag as what a sprite will do, such as if a Mech is in water it will slow down.
The sprites are taken care of as visuals but the weapon projecting and animating at a certain angle is another story.
I have barely any experience programming games, but I do know how to do precise math for cordinates on a plane very well.
All I need is advice for programming a 2D game.
Goto:
http://proqstudios.qhigh.com
And click on "Mecha Tonical" in the menu.
Any dedicated help is apreciated.
53323737 15 743 313402 05 740313063. 17 15 4150 743 313402 05 140393403437 5203 743 30210.

-
May 19th, 2004, 11:54 AM
#2
Addicted Member
I think BitBlt() will do the work if you are not considering DirectX.
-
May 19th, 2004, 12:05 PM
#3
Ex-Super Mod'rater
I strongly advise DirectX however if not your onlt choice is BitBlt. As for the projectiles being rotated you have two choices with BitBlt:
1. All projectiles are Point items (so a butllet is a circle) Thing is this doesn't work for things like missiles.
2. Pre-create a set of images that show every projectile in lots of different angles. So for this you have a picture of a missile at 0o, 10o, 20o, 30o, ect.. You should be able to see this will get rather expensive with memory.
If you decide to use DirectX then it is very simple, you can quite easily rotate sprites. When using DirectDraw (Dx7) then its a little more complex for the roation but the none rotated stuff is a lot easier.
I assume you understand how you can use BitBlt to do what your after? If no just ask and I'll explain or check out the FAQ at the top of this forum as it includes some useful BitBlt samples .
Good luck anyhow cos from the sounds of the game it will be good to try once you've done it .
When your thread has been resolved please edit the original post in the thread (  )
and amend "-[RESOLVED]-" to the end of the title and change the icon to  , Thank you.
When posting Code use the [VBCode]Code Here[/VBCode] tags to be able to use the code highlighting.

-
May 19th, 2004, 02:17 PM
#4
Thread Starter
Hyperactive Member
That may be a little difficult with storing 360 images which each are about 6 KB. And not to mention the speed of the HD access to which how fast they load.
My choices were to either load up the memory with about 40 MB of information by buffering frames during the loading process like how games are now. OR to find somehow to quickly rotate an image to a certain degree without it lagging.
53323737 15 743 313402 05 740313063. 17 15 4150 743 313402 05 140393403437 5203 743 30210.

-
May 26th, 2004, 09:57 PM
#5
New Member
re:
the only effective way to program a bigger game in vb is to use directX... vb is not a very effective gaming language ... it would be less time and space consuming to go with directx
-
May 27th, 2004, 03:38 AM
#6
KING BODWAD XXI
Use direct 3d in 2 d and you can rotate textures to any degree
-
May 27th, 2004, 03:02 PM
#7
Fanatic Member
I am creating a simple RPG game...

I have barely any experience programming games, but I do know how to do precise math for cordinates on a plane very well.
RPGs are not simple creatures especially for people beginning game programming. What you are asking for will most likely require 3D support.
However if you still want to do this, there is a thread on this forum that describes how you could set up your terrain in a nodal system to cheat with the costs of collision detection and maybe help you with your third layer.
"Can't" and "shouldn't" are two totally separate things.
All questions should be answered. All answers should be true. That is why I post.
-
May 27th, 2004, 03:03 PM
#8
Fanatic Member
"Can't" and "shouldn't" are two totally separate things.
All questions should be answered. All answers should be true. That is why I post.
-
May 28th, 2004, 01:05 AM
#9
Thread Starter
Hyperactive Member
53323737 15 743 313402 05 740313063. 17 15 4150 743 313402 05 140393403437 5203 743 30210.

-
May 28th, 2004, 01:38 PM
#10
Fanatic Member
No problem.
Let me know once you have a beta.
"Can't" and "shouldn't" are two totally separate things.
All questions should be answered. All answers should be true. That is why I post.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|