A OpenGl rotmg single player game, this is still a work in progress
Looking for some feedback, i might release the game in it’s current state, looking for people to create some maps/ levels.
Included equipment xml data
Included ground tiles xml data
Included objects and static objects xml data
Drag and drop inventory and equipment using slot types
Player class, animation, update and rendering
Camera follows the player
only the tiles in the camera view are rendered solid obstacles
projectiles collide with obstacles,
Weapons have projectile behaviour , equip weapons and shot,
Created a font to bitmap tool for creating the font texture sheet
graphics using OPENGL, Sprite sheet loading and rendering
sheet loading and rendering
Drawing lines, rectangles with colour
Font drawing with selected colour
The map editor
Tile selector and placement, the tiles are defined in a xml data file like below, and are loaded into the editor at run time.
Stats speed and dexterity
Speed defines how fast the player can move
Dexterity defines how fast the player can shoot
Spawning in items by typing in the name of the item to spawn
Consumable items like potions, potions increase the player stats
Double click a Consumable item to use it
Early preview of the map editor
This version is just loading a map, tile rendering, scrollable map.
started working on the enemy AI behavior tree.
3D Graphics OPengl
Day 5
Font sheet loading and rendering
Drawing lines, rectangles with colour
Font drawing with selected colour
Refractor the code, split the code up into 5 files, texture, sprite sheet, font, d3d, player
Altered ground xml include file to speed up the drawing code for tiles
Included equipment xml data, started work on the graphic user interface
Drag and drop inventory and equipment using slot types
Player class, animation, update and rendering
Camera follows player, only the tiles in the view are rendered
Rendering player name
3D Graphics using OPENGL
Font sheet loading and rendering
There are 16536 characters being rendered to the screen at 33 frames per second.
Created a font to bitmap tool for creating the font texture sheet
3D Graphics using OPENGL
Sprite sheet loading and rendering
Testing a tile map with width and height of 128x128, all the tiles are stored in a single sprite sheet image file.
There are 7,166 tiles being render!
3D Graphics using OPENGL.
There are 2100 projectiles, each is being transformed and translated from the origin with rotation, alpha blending is used for transparency.
Each projectile as movement behaviour, via calls to Sin and Cos functions
There are 400 tiles, with no transforming or translation or alpha blending.
The frames per second is 60
Resulting in 150,000((2500*60) texture polygons being render each second.
Plus there are 252,000(2100*60*2) calls to Sin and Cos functions each second.
CPU usage is 100 percent.
Early prototype
Note there is no enemy AI
Keys
W = up
S= down
A=left
D=right
Left mouse =shoot
Left arrow = rotate camera
Right arrow =rotate camera
Home key=zoom in
End key = zoom out
Press enter to type “potion of speed”
It's in Euphoria again, is it? A shame.
Also, open sourcing it would be really cool.
Nice work looks really good and the graphics
Thanks for the feedback, Yeah it’s programmed in euphoria, Released the single player game, note there is no enemy AI yet! Enjoy.
Lol why is everyone tagging nilly she doesn't moderate...
Originally Posted by Botmaker
Thanks for the feedback, Yeah it’s programmed in euphoria, Released the single player game, note there is no enemy AI yet! Enjoy.
Is it an exe or swf?
Originally Posted by Nulran
Is it an exe or swf?
executable only for windows, @nilly would you have a look at my game and tell me what you think!
Originally Posted by Botmaker
executable only for windows, @nilly would you have a look at my game and tell me what you think!
Thanks 10char
//Approved
Textures are kinda messy, but it looks pretty good!
Originally Posted by Lovroman
Textures are kinda messy, but it looks pretty good!
The engine is using full 3D in Opengl, Projections and Z-buffers.
objects are render on screen x=left(-1) or right(+1), y=up(-1) or down(+1),
z=0.0 for tiles
z=0.5 for projectiles
z=0.1 for objects
basically need to use a Z-buffer algorithm to make objects closer to
the screen render in front of the objects behind.
Keys
W = up
S= down
A=left
D=right
Left mouse =shoot
Left arrow = rotate camera
Right arrow =rotate camera
Home key=zoom in
End key = zoom out
Press enter to type “potion of speed”