"square" based games

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"square" based games // Archive: Tech Forum

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Post by classic12 // Aug 22, 2007, 1:00am

classic12
Total Posts: 243
i was wondering if therer was a easy way to make "square" based games like runescape... i mean square based by the floor is squares and you just click in squares to move.. any one who has had experiance with this or knows how to do this please please contact me. i would quite happily speld months drawing 1 little place if i new it would work.


Okay i just got a email from caligri saying about the gamespace and serverspace or something to create a mmorpg is it worth buying.. like is it easy enough to make a mmorpg?

Post by Amon // Aug 24, 2007, 11:41am

Amon
Total Posts: 28
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Well in 2D I would setup a 2 dimensional Array. Example Global MapArray:int[20,20]


For 3D I would setup a 3 dimensional Array. Global 3DArray:int[20,20,20]


to move within the rray you need to get what position in the array you are in. So say if you are using the mouse co-ords to place the character, a simple divide ( by the tilesize ) should allow you to determine which element of the array you are in.


I could go in to great detail but I would need about 100 pages and 3 weeks to show you how to do it.


Check out my projects and kamikazekrow.com. I'm currently working on a remake of Mr. Robot - originally made by Ron Rosen on the c64. This game uses tilemaps to place the tiles. It uses a 2d array. You would use the same techinique for filling a tilemap array to fill a 3d array with models. Instead of 2d pictures you're using 3d models.


It's the same for moving the character.


If you really want to get in to 3D game Development I would highly recommend eith 3impact with BlitzMax, Truevision3D with BlitzMax, or Blitz3DSDK with Blitzmax.


If you're just starting out in 3d game dev then I would highly recommend getting BlitzMax and Blitz3D SDK. Both come to about $180 - $200.

Post by nowherebrain // Aug 24, 2007, 1:25pm

nowherebrain
Total Posts: 1062
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You need 3 coords(VECTORS)

1)mouse screen coord(actually this is a 2d coord)

2)camera coord

3) a float variable to store data


Convert the mouse coord to a screen coord(coordinate), trace a ray from the camera vector through this is very important you cannot trace to this coord the mouse vector, it wont work. -anyway...Return that number (of where the ray hit or intersected with geometry)to the the float, that is where you will send your actor(player). you could name the float something like go_here or something.
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