I like the idea of collecting monsters, descriptions, concept-art, models and derived sprites into an "open-ip" or "open franchise" monster-catalog for an open universe.
How about shearing your model, so that z' = z + y (with x, z as floor, and y up) and then rendering orthographically top down?
(exactly what bart said, but two steps: afine-transform, render-ortho)
Sounds like collecting information about algorithms would be a good idea. I had to surf the web up and down to collect bits and pieces on how to make effect or material x and y. And had to try a lot to find good parameters, functions and chains of functions. That's why I agree to collect "func'lets" and howto's (vs building uber-libs). Especially because Procedural Content Generation is (for me) the art of chaining meaningful functions. There are gui-tools for creating procedural textures - these provide the raw functions - but not the knowhow and best practices to make great things.
Maybe we should split this into a low-level and a high-level PCG-lib (library as in code AND books) for both parties. :)
Try the "Perspective Tool" (Shift-P) in GIMP. After you need to flatten the image again (Image Menu => Flatten Image).
You can use it to stretch photographed surfaces into flat squares. It can correct a lot but there are limits.
As a general hint to photo-textures: Best days for taking shots are bright and cloudy so that there is more indirect light to capture the diffuse color.
I've added them to my favorites a long time ago...but just now I realize that those dials and buttons and some additional numberpad-buttons would be great to build cockpit instruments.
Sounds like it's worse with different drivers than with different pc-gamepads. I wish vendors would at least publically print their layout - maybe some well named could be convinced - they could only win: logitech for open source , saitek works better under linux
What annoys me the most is that shoulderpad indexing is sometimes like i=L1, i+1=L2, i+2=R1,i+3=R2 and then sometimes i=L1, i+1=R1, i+2=L2, i+3=R2
Could you assert that ps2 dualshock (with usb adapter) have the same mapping (minus the new axes of the sixaxis)?
Sadly most dual-axis pc gamepads (dualshock clones) have wildly different mappings (possibly because of their different console heritage or because of just cloning the look without proper re-engineering). Would be awsome if either those vendors could meet a common standard or if there were a wrapper library that could map them to a common standard. The first step to having a wrapper library would be to collect mappings just like you did. And then select the right mapping for the gamepad version/vendor.
...or do some lobbying and ask vendors about their mappings and ask if there is a reason they prefer to go their own way and if they think it is an advantage to be incompatible...thank you for gaming...
I think that could enhance the "user experience" on the pc if one could have console like input support: Plug in some gamepads, startup super tux cart or any other game and have the buttons of all gamepads work in the same way instantly. I would wish that for my game, too.
Nice game, I'd declare it the best open jump and shoot (until proven otherwise) on linux. I like that jumpjetting and the mighty third weapon powerup. And it's nice to see several paths in one level. As for balancing: I think those energy-up-stars could give a litte more energy or other revenue. The payoffs don't seem to justify the use of the jumpjet, esp. when a fast runthrough lets you stay at nearly 100%. Nice mood, nice graphics and very nice music. Great work! And I hope OGA will enhance it even more. Maybe a small intro with the background story text (show it until keyhit). :)
Anyway I'm afraid I couldn't play through (got to level 3) due to bugs in the game (not the shootable ones) so here's my bugreport (Ubuntu 10.04 32bit). I hope you can make good use of it:
After some time, every time I collect a powerball it leads to "Failed to create thread" and a short lagging (becoming longer) and finally it leads to a segmentation fault when collecting a powerball. I think this is due to sound playing because the power-ball-sound failed, too (bgm playing ok). Hm, maybe I can playthrough by not collecting power-balls?
Another bug appeared after gameover. There where problems loading images "Reason: out of memory". But there was still plenty of memory available.
And in between it printed out a lot of 0/1 - don't know wether these are just usual/ok debug-printings.
As for packaging: Maybe move the "how-to-compile-using-cmake"-file to the main directory where the readme is? And I haven't found artists/coders credits, art licensing(?) and link to OGA.
But now take your deserved nap.
There you are. Added T-junctions and gave it zebras. Now this is a complete cityroads building kit.
Sorry, for my late reply (haven't seen your comment). I'll work on T-Intersections but can't promise when. Any more tiles needed, anyone?