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Author Topic: Retro 2D Game Dev Blog  (Read 2181 times)
Mike
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« Reply #15 on: June 22, 2016, 09:33:54 AM »

Here's a screenshot of the character in-world


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- Mike

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« Reply #16 on: June 22, 2016, 04:39:04 PM »

That looks really good in the world! The shadow helps it fit in too.
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fog
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« Reply #17 on: June 22, 2016, 10:20:59 PM »

Nice sprite sheet.  I'm still using coloured squares in my new engine.  man
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Mike
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« Reply #18 on: June 23, 2016, 10:18:57 AM »

A custom implementation of the A* path finding algorithm has now been implemented and works nicely with the actors (Demo below) allowing for dynamic obstacle/actor avoidance, calculated within a matter of milliseconds (despite being a 1024x1024 map).

Integrated routines to dynamically optimise the program depending on your processor (i.e. MMX, 3DNOW, SSE/2) for faster memory handling and have now also restricted rendering cycles to 60fps.

To use the demo, click anywhere on the map to make the actor navigate to it, or at any time use the cursor keys to control manually Smiley

https://www.dropbox.com/s/w4qzl25w2zk40xc/Walk%20Test.zip?dl=0


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« Reply #19 on: June 23, 2016, 10:20:26 AM »

That looks really good in the world! The shadow helps it fit in too.

Thanks Smiley I wanted to try and deviate away from the traditional style seen in most Isometric Games since we're at an age now of computer processor and GPU where there's so much available to be used that I can't see why there can't be a bridge between high resolution graphics and retro design
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