new posts
This commit is contained in:
parent
c55b94cdf0
commit
35d8c9dd6a
4 changed files with 76 additions and 0 deletions
BIN
site/images/2020-12-14_preview.png
Normal file
BIN
site/images/2020-12-14_preview.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 6.6 KiB |
BIN
site/images/2020-12-23_preview.png
Normal file
BIN
site/images/2020-12-23_preview.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 8 KiB |
44
site/posts/2020-12-14-Tiles-and-maps.md
Normal file
44
site/posts/2020-12-14-Tiles-and-maps.md
Normal file
|
@ -0,0 +1,44 @@
|
|||
---
|
||||
title: Tiles and maps
|
||||
author: nek0
|
||||
tags:
|
||||
- "devlog: pituicat"
|
||||
- english
|
||||
description: Putting previous stuff to use and walking steadily forward
|
||||
---
|
||||
|
||||
Hi there!
|
||||
|
||||
Another weekend passed and another step has been taken. Last time I was
|
||||
struggling my way through OpenGL and got a single quad displayed on screen,
|
||||
which I had hardcoded there. The next step I decided to take was reading level
|
||||
maps and generate quads where tiles would be and texture them properly.
|
||||
|
||||
I had already put some thought into how to store level information.
|
||||
|
||||
May train of thought here is, that tiles are static and arranged in layers
|
||||
above each other. To represent that I use a simple bitmap picture per layer.
|
||||
every single pixel in this bitmap represents a tile. The red channel contains
|
||||
the information of the tile type (at the moment there are only solid tiles,
|
||||
platform tiles and decoration tiles). The green and blue channel mark the
|
||||
offset on the tilemap. To make the information visible to the naked eye, the
|
||||
information is stored inverted, so that filled areas appear white and empty
|
||||
areas black.
|
||||
|
||||
I will have to figure out dynamic objects like collectibles or enemies later.
|
||||
|
||||
So after defining types for the tiles, the tilemap and the level map I also
|
||||
defined a rather generic typeclass for anything drawable to spew out vertices
|
||||
with texture coordinate information. Putting my game on the screen now looks
|
||||
like this:
|
||||
|
||||
![Screenshot](/images/2020-12-14_preview.png "a black screen with white tiles")
|
||||
|
||||
Making progress is fun and I enjoy making it in my own bespoken way, though
|
||||
havig to think in different coordinate systems at the same time (OpenGL
|
||||
coordinates vs. Image coordinates mostly) can cause quite a headache and some
|
||||
rather fun bugs.
|
||||
|
||||
As always, feel free to check out the code on [my gitea](https://gitea.nek0.eu/nek0/pituicat).
|
||||
|
||||
See you next time!
|
32
site/posts/2020-12-23-Player-ready.md
Normal file
32
site/posts/2020-12-23-Player-ready.md
Normal file
|
@ -0,0 +1,32 @@
|
|||
---
|
||||
title: Player ready
|
||||
author: nek0
|
||||
tags:
|
||||
- "devlog: pituicat"
|
||||
- english
|
||||
description: Progress yields now a displayable player character
|
||||
---
|
||||
|
||||
Hello again and welcome to my little corner of the internet.
|
||||
|
||||
Between some christmas preparations and work I was able to squeeze in also some
|
||||
development time on my game again with some visible results.
|
||||
|
||||
Most of the time I was preparing plumbing again for static objects (called
|
||||
"Props") and interactable entities (called "Actors") to be displayed on top of
|
||||
their according layer of residence.
|
||||
|
||||
After having the plumbing ready I created an entity for the player to be
|
||||
displayed and this was the result:
|
||||
|
||||
![Screenshot](/images/2020-12-23_preview.png)
|
||||
|
||||
The player does not move yet and does not interact with anything, so the
|
||||
graphics just sit there, but I am still quite happy for it to work.
|
||||
|
||||
Next up I will probably start implementing keyboard interaction, so the player
|
||||
can actually move.
|
||||
|
||||
Until next time.
|
||||
|
||||
Keep calm and wash hands.
|
Loading…
Reference in a new issue