I was played with Lovë and want to show a multimap demo for a 2d RPG like game.
The demo load a 3x3 grid of 1024x1024pixels maps, and when the player cross the current grid, it updates the 3x3 grid.
Also the demo show, inside/outside maps.
https://github.com/zhensydow/rtown/tree/0.1.0
2D Demo of Maps Grid
Re: 2D Demo of Maps Grid
This shows some promise. I noticed that it has some form of pathfinding, that's cool. What I could like to see, if you plan on keeping the click-to-move method, is non-grid based movement. It seems a little odd at the moment. If you want to keep the grid going at least put diagonal movement in.
Very much looking forward to see where this goes, any information on your plans with it?
Very much looking forward to see where this goes, any information on your plans with it?
Do you recognise when the world won't stop for you? Or when the days don't care what you've got to do? When the weight's too tough to lift up, what do you? Don't let them choose for you, that's on you.
Re: 2D Demo of Maps Grid
I havea A* pathfinding. My idea is, in the future, have a smooth-path process after A* for put diagonal movement using the current generated path.Lafolie wrote:This shows some promise. I noticed that it has some form of pathfinding, that's cool. What I could like to see, if you plan on keeping the click-to-move method, is non-grid based movement. It seems a little odd at the moment. If you want to keep the grid going at least put diagonal movement in.
I don't have a final plan. I want to use it as a sandboxing of game develop. I'll want yo try the thinks usually seen in a RPG game, eg:Lafolie wrote:Very much looking forward to see where this goes, any information on your plans with it?
- Dialogs
select, getting Objects
Resource gathering, mining, lumberjacking
static npc, moving npc
...etc
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Re: 2D Demo of Maps Grid
Great job!
Your Astar should be a bit more independant from your game, though. For instance, instead of hardcoding the world bounds inside, you should provide an init function where you pass the worlds bounds. Then the Astar class will process regards to these bounds.
A-star have been discussed lots of time here, here are some relevant threads, maybe you can find some valuable information there.
Your Astar should be a bit more independant from your game, though. For instance, instead of hardcoding the world bounds inside, you should provide an init function where you pass the worlds bounds. Then the Astar class will process regards to these bounds.
A-star have been discussed lots of time here, here are some relevant threads, maybe you can find some valuable information there.
- Inny's Astar
- LuAstar, by me.
- MarekkPie's loveAstar, with binary heaps
- Bartoleo's MRPAS+Length of sight+Astar
- Kikito's Pulsar
- Jumper, a faster implementation consisting of mix of Astar+Binary heaps and Jump Point Search, by me.
Last edited by Roland_Yonaba on Wed Oct 03, 2012 4:40 pm, edited 1 time in total.
Re: 2D Demo of Maps Grid
I just incorporated on develop branch the smooth function.
https://github.com/zhensydow/rtown/tree/develop
Also, I'll look the Astar threads, sure I found something interesting
https://github.com/zhensydow/rtown/tree/develop
Also, I'll look the Astar threads, sure I found something interesting
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