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Re: Level 27 - Press Any Key To Continue - Free to use audio ...
Wednesday, February 9, 2011 - 08:35

Wow.  I would have thought that it would be too difficult to write music on a phone. :)

As far as FL Studio goes, I'm quite fond of it myself -- it's where I do pretty much all of my composition.

Re: Level 27 - Press Any Key To Continue - Free to use audio ...
Wednesday, February 9, 2011 - 06:36

Hey, very nice work!  This would be excellent in a sci-fi action game. :)

I'm listening to your album on Soundcloud now, and I'm really enjoying it.  Out of curiosity, what software/hardware did you use?

Peace,

Bart

 

Re: OGA 2.0 progress as of Feb. 5
Tuesday, February 8, 2011 - 20:24

Yup.  Adding new medals is a lot less of an ordeal now.

Re: Meadow background
Tuesday, February 8, 2011 - 08:58

I was actually thinking I'd make a few more, since this one ended up being more popular than I expected.

 

Re: ET_Escape
Wednesday, February 2, 2011 - 15:37

Nice pose in the preview pic, particularly with the lighting angle.  Looks like he's about to be abducted by aliens.  :)

Re: How do you tile isometric?
Monday, January 31, 2011 - 16:30

Well, obviously you can't just draw them like you would square tiles. :)

I think there are some isometric tiling tutorials out there that can give bettter info than I can, but here's how I'd imagine they would be drawn:

  • Assume the (0, 0) tile is the corner at the top of the screen.  Draw that one first.
  • Step trough the map by diagonal row.  So you draw (0, 0) first, then the row below that would be (0, 1) and (1, 0).
  • The row below that is (0, 2), (1, 1), and (2, 0), and so on.  Notice that each row starts with a Y value that's 1 higher than it was last time, then you move through the row by adding 1 to X and subtracting 1 from Y until Y = 0.
  • Contine the above steps until Y reaches the maximum Y value of the map.  From then on, Y should stay at that value, and you start adding to X instead.
  • How you stagger the tiles as you draw them depends on the exact dimensions of the tiles themselves.  Experiment until you're satisfied that they're lined up correctly.  You may want to make some bare tiles with a one pixel border to play around with so you know you're drawing them correctly.
  • Drawing "3D" iso maps (that is, iso maps that can have more than one layer) is easy.  As you draw each (x, y) tile on the map, draw the bottom tile first and then work upwards

Now, as with all programming, there are tons of different ways to do it.  Don't assume mine is the best -- it's just one way to go about it, and should be taken with a grain of salt since I've never written an isometric engine.  Look at the tutorials that are out there.  Here's one to get you started:

http://stackoverflow.com/questions/892811/drawing-isometric-game-worlds

Bart

 

Re: Help with tiles
Monday, January 31, 2011 - 11:44

I split the image and uploaded the zip file as an additional item.  Here's a direct link:

http://opengameart.org/sites/default/files/grass_and_water_tiles.zip

On the off chance that you're working with a linux (or cygwin) command line, look into the ImageMagick toolkit, specifically the convert tool, which is what allowed me to split them quickly.

The command was this:

convert -crop 64x64 ../grass_and_water.png grass_and_water_%d.png

Anyway, enjoy!  :)

 

Bart

Re: Help with tiles
Monday, January 31, 2011 - 11:29

So you're looking for a bunch of individual images, one per tile, right?

 

Re: New Donation Goal: Rigged, Textured Drawf Wariror
Monday, January 31, 2011 - 11:28

Really, there's a shortage of free higher-poly models in the FOSS world.  Most of the models seem to aim for lower-spec machines (circa 2000 or so), which is fine, but it's good to have some models out there that look current in terms of their polycount.

 

Re: Audio-ify The Flying Penguin
Monday, January 31, 2011 - 07:20

As far as comical music goes, here's one I did a while ago that might fit the bill:

http://opengameart.org/content/mushroom-dance

 

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