Hey guys! If you guys hadn't noticed, I wrote a tutorial for doing hextile games with BYOND over on the tutorials & Snippets forum.
I spent the time since posting the tutorial playing around with a mockup for it, to demonstrate hexagonal isometric tiling.
I'm not planning on making a game with this. Just thought you guys would appreciate it as a reference.
The individual tiles:
At runtime:
These were handmade with a minimal palette with nothing but paint. I harvested parts of my style and about half of the palette from Yar's most excellent free isometric tileset.
Everything, however, was drawn by hand from scratch. (Which wouldn't be necessary to mention if it weren't this community.)
ID:1180534
Feb 27 2013, 12:51 am (Edited on Feb 27 2013, 1:05 am)
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Feb 27 2013, 4:35 am
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Looks really nice
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Thanks guys. Now I've just got to figure out how to get collision working.... I'm thinking instead of doing a standard collision map, instead building "nodes" the player can move between and setting up a single node grid for each turf type.
Another project has taken some of my attention away from this particular tutorial project for now, though. I'm working on an animation, particle, and overlay manager that I can use for a generalized approach to creating projectile behavior systems, attack animations, and more action-oriented movement systems. I'm cobbling together the editor right now, and honestly, that's turned into a task in and of itself --I'm actually duplicating Dream Maker's features in Dream Seeker itself, with an exception of code compilation. You guys should see some libraries coming out of this effort soon, including the ability to sync sounds to animation states, and dynamically program collision and hit-testing behavior into combat animations. I just finished writing a generalized file selection dialogue toolkit that allows multi-import and export. The next step after that is to set up the animation system editors, which I'm modeling partially after RPGMaker 2K's attack animation system, but with scripting hooks per frame, and the ability to export animations from an interpreted byte-code to raw DM code for export into projects. Lastly, I'll be writing a better map editor in Dream Seeker, and trying to get it to export to several formats. DMM will be my primary target, but I'd like to include a general framework for writing your own map export/import scripts. Eventually, I'd like to expand my runtime-interpreted bytecode into a full-fleged scripting language for runtime behavior creation, also with the option of export directly into DM, as well as the ability to do visual event triggering of events and behaviors using some simplistic logical objects similar to how I managed to do it for Super Retro Dungeon Guy (For which this animation and attack system is being designed) |