Game
Belgrad: Curse of the Castle

8 years ago

Testing out a tentacle...




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Yep. I've got floor tiling. Kinda had a problem with arranging the sight-box at angle 270, but I've got it down.

I'm wondering if culling the walls is the right choice for indoors.

I got the culling working for wall decos, but just in case, I made it optional.

I've also added screen-shake a while back, as well as roofs.

Again, I'm still working on the base engine before I move forward with everything else.

If I'm gonna optimize the Towers engine, I'm gonna have to figure out where to cut off drawing certain objects.

Thankfully, this isn't REAL 3D, so it makes optimizing easier.

...maybe.

For some reason, I wanted to experiment with a different thumbnail.

Here I am, trying to implement wall decorations, and I forgot to cull them.

...somehow, that actually helps.

Screenshots for Belgrad: Curse of the Castle

It took a while, but I got rotating flat sprites going.

Technically, it's a polygon, but it works.

If I were to do sprite-stacking, I have a basis, but my primary use for this is rotating attack animations.

Here. Just to give you an idea as to what I'm going for.

The character and GFX are temporary, but they help me realize what I want to do with the engine.

The floor's movement, being a view drawn onto a surface, is still one frame behind.

However, I figured it's more efficient to draw walls separately than to use blocks for indoor segments. They can stretch and keep doing the depth math accurately.

On the plus side, the tile layer ISN'T overlapping, and Draw draws objects.

On the other hand, NOW the tile layer lags during camera movement.

I guess I'd better let everything else lag for consistency (somehow), or fix the lag.