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Re: Kalandra II
| Sordie posted: (22nd Jul 2012, 04:51 pm)Goobypls posted: (22nd Jul 2012, 04:20 pm) Freaking awesome Sordie! I really can't wait for Kalandra II to come out. I'd be happy to learn pascal/delphi just for this c: --- "raep tiem" - Dolan
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Re: Kalandra II
| I think it would be cool to have map travel and to be able to buy a house/store/inn or even a small town..
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Re: Kalandra II
| agree with stava; and town owners can collect tax... shotty being the mayor
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Re: Kalandra II
| So will this end up that anyone can use it or do we need to know how to code? Probly a daft question. Also so people can run totally different gui's it would be cool to config your buttons to any spot by using there (x:y)- Example: Play Game (x:20 y:20). Don't know if this is possible but it would make servers unique --- "Do not take life too seriously. You will never get out of it alive."
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Re: Kalandra II
| Standard posted: (22nd Jul 2012, 05:18 pm) It will be available open source for anyone that wants to change any core features of the game but for the most part I'm trying to make it as configurable as possible so people can have totally custom servers without having to worry about knowing how to code or setup compilers etc. Custom GUI already answered: https://eoserv.net/forum/topic/19992&p=3#post153487 --- http://sordie.co.uk http://twitter.com/@SordieEO
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Re: Kalandra II
| Sordie posted: (22nd Jul 2012, 06:10 pm)So you're effectively making a script based engine :P? I like that idea, when I make console games in pascal I like to have the game as customisable as possible from flat files making variables very rarely hard coded. This project that you have going I think would be awesome to play with both the executable and the source code to see how you go about certain things. I learnt a lot from MEOW that you had going a couple weeks/months/years? Back :P. One feature of the client I would like to see is making an executable that could "build" the client idk if it'd be possible to do that, based on what you input in certain configuration files or setup files. So you effectively have a client builder then a client release, instead of having a completely customisable client that anyone can freely edit so it keeps the client / server compatible with one another.Standard posted: (22nd Jul 2012, 05:18 pm) --- If money doesn't grow on trees, then why do banks have branches?
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Re: Kalandra II
| Klutz posted: (22nd Jul 2012, 12:41 am) I don't really think having vsync as an option would do much good, if any. It would have no effect at all even if you were running a recording or streaming program, and if you're having problems running a 2D game at max FPS then your GPU may or may not be a potato and in need of replacement. The only time I've ever seen vsync come in handy was....never, actually. It just makes the FPS numbers skyrocket, there's no visual change from it. --- May he now rest under aegis of mirage - As the sands slowly turn to Elysian fields
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Re: Kalandra II
| Syran posted: (22nd Jul 2012, 07:43 pm)Klutz posted: (22nd Jul 2012, 12:41 am) There can be a visual change with no vsync. If the buffer swaps before the current frame has finished drawing then you get nasty tearing across the screen. =S Basically you're correct. Turning off vsync is a really bad idea. It's only really for developers to see how fast their render pipeline is and those idiots that put neon lights inside their computers and brag about their FPS XD Edit: GAH! Twitpic is broken, I was going to post a screenshot of a little window I just added to aid live map editing in-game. Edit EDIT!: nvm it works again: I should explain the "Wall" bit. EO has a flag if you can walk on a tile or not. This is horrid for map developers because all walls have to be 1 tile thick. Any mapper will tell you what a pain this is if you want to do things like walkable rooftops etc. So, for each tile in Kalandra there is a "Cant walk this direction" flag. This is far more flexible and even allows you to make one-way walls. --- http://sordie.co.uk http://twitter.com/@SordieEO
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Re: Kalandra II
| Yes :D I hate having to make fences 1 tile thick like that in eo too.
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Re: Kalandra II
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@Sordie: Will you out-of-box client/editor support multi-layer map walking. For example, a bridge crosses a lower road. Lower players move north or south going under the bridge, upper level players move east and west crossing over the bridge. This would seem a very important move for developing in top-down view to help increase the illusion of depth on a map. Can't wait to see more from KII.
12 years, 19 weeks ago
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Re: Kalandra II
| Apollo posted: (22nd Jul 2012, 11:27 pm) Yes, I render not only colour pixels but also to a z-buffer (depth) how the render pipeline works: The tiles are all 32x32. I configure the graphics engine to have a 32 pixel texel so each tile is addressed as simple 1. First a vertex cache is created. This is an empty render that pre-calculates what parts of the map can be seen and each visible tile positions. For all other layers no further calculations are now needed. (all layers can be rendered without any position calculation, simply a lookup. ie 50 layers isn't much different to 5 layers) The floor level is rendered. The floor level is basically 1x1 texel tile map. Every tile is rendered with the Z-index of 0 to assure the floor is always under everything. Alpha blending is now enabled. The first "item" level is rendered in a Y order. The item level can specify a texel size larger than 1x1 but each item is rendered to the z-buffer with it's Y (top to bottom) position. All actors are now rendered (actors are any moveable object on the map. Players, NPCs, Mobs, Dropped items). No need for Z-sorting. They are simply drawn at whatever order the client likes. Any pixel with a Z value <= the current z-buffer is ignored. Now the second item layer is rendered in the same way. Basically what this means is: When drawing a pixel on the screen I don't just write an Red, Green and Blue value. I also write a Z (depth) value. If the current depth value at the pixel is higher than the one that's being drawn then the colour values aren't drawn. So yeah as the Z (depth) can be offest by a map tile, it's totally possible to have bridges etc. --- http://sordie.co.uk http://twitter.com/@SordieEO
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Re: Kalandra II
| As im only able to do art... this is for you :P use it as you like... (idkif ur able to XD) --- Qbot/null
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Re: Kalandra II
| Queen that looks awesome, hope sordie can use that!
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Re: Kalandra II
| Queen posted: (23rd Jul 2012, 06:42 pm) Very nice. A quick word on graphics: The Tech stuff: Kalandra uses tile sheets rather than individual graphic files so it can render the map as a single vertex buffer (without the need for texture changes). Because of this all map graphics need to be included in the main tile sprite sheet. The main engine is optimized for 32x32 pixels = 1 texel. (bit shift 5) and the map format addresses tiles as texels. (eg 0-0 = 0,0->32x32; 1-0 - 32,0->64,32) This can all be handled by the graphics hardware nice and fast! What this means to artists: All graphic dimensions need to be multiples of 32... They can be any size you like, as long as that size is dividable by 32 =P. And a personal preference: Don't limit yourself to a palette. Internally things are rendered to a 24 bit colour buffer. Use any and every RGB value you need. Use the alpha channel! Anti-alias, blend your edges to the background. Utilize the alpha channel to add shadows and things like glass. Kalandra fully supports this. --- http://sordie.co.uk http://twitter.com/@SordieEO
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Re: Kalandra II
| Sordie posted: (23rd Jul 2012, 09:20 pm)Queen posted: (23rd Jul 2012, 06:42 pm) Awesomeeeeeeeeee. Hurry up and finish >:O --- Niggas b postin |