|
Welcome to Mecha Corps Development. A group dedicated to creating classic 2D video games. The current project is called Asgard Legends, Rebirth of Daevan. (subject to change if a script writer can not work with the current basic plot layout). The group started out for a logo for a major project at school. I've decided to continue that project and use the logo as a company name. Be sure to check out our forum for any news on our projects.
Current News: Code section updated with latest versions of InputDiag and InfiniteTile. Planning on adding screenshots once I find an easy way to get them. Last Updated: 07/11/2008
Asgard Legends Update: Finally have actual screen shots of the game. I never realized how easy it is to do. So from now on when a respectable update comes along I might post a couple. So I have finished the basis of my isometric tiling engine, the only thing I can think of that is still missing for tiling is just animated tiles, but I will currently don't have any graphics to use for it. So below you will see the isometric map with height. Also another screen shot of another area of the map with the debug mode overlay.
You will notice that the FPS shows under 20, but it seems that when not running in debug mode and connected to the PC it tends to get around 24. My goal is to ultimately keep it above 16 FPS.
Up next I will be adding the player, movement of the player, animation of the sprite for the character and lastly walkable pathways/pixel collision with the terrain.
|
|
|
|
Isometric tiling with height. Each tile can be one of 15 different sets shown from the sampler from the last update. The height block is used as a repeated tile whenever a base tile is at a height greater than 0. To save CPU it is possible however to draw a tile and not draw the height block when the height blocks would be completely hidden from the terrain in front of it.
|
|
Isometric tiling with debug enabled. Debug uses the zunepad to generate password like sequences to do a variety of things. Currently it just allows modification of the lower and upper movement speeds.
|
|
Last Updated: 10/09/2009
|