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Re: Cs 2d!
Well, i have to set for each tile and cloud a different blender. Unless i use 32BPP and only use the alpha channel or something. But sinc ei am in 16BPP it does not work that way.
Anyway, it took me some freaking time to get this working: - my dude (an arctic terror, used with model viewer, scaled down, looks neat... i think) now looks where i want it to and also MOVES to that position. Its speed is increased incrementally and... its dependant on 'how far' your mouse is. So when you have it close, it will walk.. when its far, it will run.. etc there is NO collision detection yet. Though i have an idea on this one. I use a memory bitmap which simply holds BLACK and WHITE colors. When something is white, it means it can block the player. When i blit my player on this bmp and the ffcol library returns 'true' (so it overwrites a WHITE color), it means collission. THerefor the movement cannot go and voila. picture: http://realbot.bots-united.com/images/fifth.jpg |
Re: Cs 2d!
do the view pan yet?.. i may a missed the answer to that..
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Re: Cs 2d!
you mean, you cannot look through walls and such? no, there is nothing in yet for that.
i already am thinking of possible 'traceline' and 'visibility' things to make sure i can make a neat 'viewcone'. dunno how to code that fast & properly yet though. |
Re: Cs 2d!
no view pan is when the view moves with the player.. up down right left.. even though,, pan is actually right left.. while tilt is up down..
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Re: Cs 2d!
controls are relative to player:
ie, when player looks up: pressing left, goes left when player goes down: pressing left goes right. Strafing is even more complex: (working on it, but not working 100%!) pressing strafe_left when facing UP, you go... left but when facing down, you go right. Quite funny on 2d ;) |
Re: Cs 2d!
i got strafing working now! :D... i added more gfx, i also have added a weapon drawing now. On the next screenies you see 2 scenes which are almost identical; the 2nd shot casts shadows ON players as well now. THere is still no collission detection going on... going to work on that when scrolling also works on players.
I got all CT models in (except the vip); only 2 terror models in and 2 weapon models (dropped as well as 'in-game')... steady as we go! :) http://realbot.bots-united.com/images/sixth.jpg http://realbot.bots-united.com/images/seventh.jpg |
Re: Cs 2d!
collision detection is now in! THanks go to ppcol (use google to see wha tit is).
Unlike CS2D at www.cs2d.com , my players 'slide' when they are blocked only on one axis. This way you can move in those tiny hallways way easier. Yeah! :) And ... no noticable fps decrease. Its going well :) And ic an use any mask i want to collide. Currently i just do not use a a mask at all. Sort of 'hitboxes' hehe. |
Re: Cs 2d!
http://realbot.bots-united.com/images/eight(aztec).jpg
i know, i made a little mistake with the shadow in the editor. This is after a quick-grab from the original de_aztec textures. There is no water yet as you can see, i wonder how that looks like in the game. In overall i am quite pleased with the results. |
Re: Cs 2d!
omg... dude keep it up !!!!!!!
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Re: Cs 2d!
beta?..
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