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I made a few changes and now
Friday, October 27, 2017 - 22:26

I made a few changes and now it's running steadily at about 4000fps, which is ok I guess. It's hard to say with such a small map.

Yeah, but it's not a native
Friday, October 27, 2017 - 21:36

Yeah, but it's not a native SNES tracker, however OpenMPT

I managed to achieve some
Friday, October 27, 2017 - 21:34

I managed to achieve some rudimentary results.... however this is really more of a hack than an efficent solution, and it is extremely slow and sluggish....

And then comes the real
Friday, October 27, 2017 - 19:56

And then comes the real problem


How the hell do you accomplish texture splatting in game maker

I could also go with an
Friday, October 27, 2017 - 14:33

I could also go with an isometric grid, to simplify it a little bit, it's a lot easier than full 3D.

Drawing something sexy is
Friday, October 27, 2017 - 02:36

Drawing something sexy is actually pretty hard for the most part...

Water added to it
Thursday, October 26, 2017 - 19:29

Water added to it

Those do look nice, but I'm
Thursday, October 26, 2017 - 17:35

Those do look nice, but I'm gonna do them myself I think. This is how far I've come with my terrain renderer.

Now I gotta make it zoom and pan.-

Thank you!
Thursday, October 26, 2017 - 17:11

Thank you!

And yes, sorta. 

Only 5 (I think) of the 9 planned stages were finished. I can send you that pre-released build of the game if you're interested, it's sort of a mix between a shmup and a mega man clone.

It's not very good tho, as it is one of my earlier games. But still fairly enjoyable.

How are you handling hills
Thursday, October 26, 2017 - 09:28

How are you handling hills and such, and the entire 3D height-map that Settles has running beneath its 2D buildings and other objects?

 

I would prefer not to render it in real time, but it kinda seems like a neccessity, if I render it to a flat image, it would be impossible for objects behind hills to appear as it they're actually behind them. Therefore I guess Settlers itself rendered the terrain in real time, but only the part of the map which was actually on screen. Then there are the thing with the terrain textures blending seamlessly into each other, that means I have to write shader code, and I've NO IDEA how to do that.

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