Game Development Community

TGB Isometric Add-On Pack - Part 2

by Neo Binedell · 06/12/2006 (5:31 pm) · 28 comments

www.neoji.co.za/neo/gg/logo50x50bc.gif

- TGB Isometric Add-On Pack -


Continued from my previous plan:

Editor is coming along nicely, integrates seamlessly with TGB editors and current user project,
simply add the editor dir to the games dir and add -mod nxisoedit to the command line. Voila.

Start a project, press F9 and add any image maps you need, press F8 (or whatever you want to map it to) to switch back and edit your map and create/edit map elements. I've added a bunch of custom GUI controls to handle things like displaying dynamic lists/grids of all image maps or elements, etc, so theyre really fast.

Reworked the engine to use cell sectors which allows quick culling and broad phase search bins.
Sectors also allow doing mega-tiles and using one quad with texture transforms to tile and entire sector instead of blitting a ton of quads that use the same texture.

Source files number around 80 already so I think I'm going to have to start calling it the nxIso Builder instead of an Add-on ;p
No TGB source was touched, all custom code so integration will be really easy: add and compile.

Multi cell tiles are in and working like a charm.

Will post more later, but here's a screenie of the editor to keep the faith:

www.neoji.co.za/neo/gg/nxiso/isoed0.png

More later.

Neo Binedell
Page «Previous 1 2
#1
06/12/2006 (5:57 pm)
Wow, looks great! :) Really looking forward to this -- thanks!
#2
06/12/2006 (6:22 pm)
Really impressive, man. It sounds like you're doing a really thorough job on this and I will most definitely be purchasing when it's released. Keep on slogging through it, it's looking fantastic!
#3
06/12/2006 (6:30 pm)
Awsome! I would like to see it soon in the shop as well.
#4
06/12/2006 (7:17 pm)
Thanks for the encouragement!

I'm having so much fun with this the sky is really the limit ;p

Feel free to suggest things you would like to see, etc, as well...

Notice how I put the side bar on the left so I don't get confused which editor
I'm in ;p

~neo
#5
06/12/2006 (7:22 pm)
Wow, this is looking great. Can't wait to click through the store with this in the basket!!!
#6
06/12/2006 (7:29 pm)
I was just telling a friend this weekend how I wished TGB had an easy way of doing isometric views. Then I see this today.

You rock Neo Bindell. You so freaking rock man!
#7
06/12/2006 (7:46 pm)
Holy crap so we'll even get an editor for it? Man, I think this will be a big seller. I can't wait to play all the iso RPGs people make ;)
#8
06/12/2006 (8:06 pm)
this is great When will it be avalibly the nxIso Builder ?


thks

Hans
#9
06/12/2006 (8:13 pm)
This is looking extremely impressive. Should be a huge seller as a code pack for TGB.
#10
06/12/2006 (8:36 pm)
Whatever you were thinking.. Double the price! Impressive work.
#11
06/12/2006 (9:23 pm)
@Hans:

No fixed release date yet as I'm still nailing down features (there will be a ton of em tho;)
Don't want to start the whole "When will it ship" thing by giving dates before I know what they are ;p
I will be updating plans though regularly to keep everyone in the loop.

@Tom:
Well I'll be releasing it in the same dual structure as TGB, both binary and source version so its
not just a code pack but an entire solution. It will have enough features that some simple games
won't even need to touch script let alone source ;p

@Rodney:

Cool, 2000 bucks it is then ;p

~neo
#12
06/12/2006 (9:42 pm)
Looks great Neo! I just wrote you an email about it. :)
#13
06/12/2006 (11:52 pm)
Mmmm, this is looking fantastic

Suggestions? Well I was gonna say multi-tile objects but... How about the ability to tile fading if other objects pass behind it (Character pass behind a taller wall, wall can then be faded a bit)

That editor looks WONDERFUL though, the ability to actually see a strip of tiles (unlike the tile builder in TGB) is a godsend. No more playing "The Memory Game" when you build a tilemap
#14
06/13/2006 (1:58 am)
WOW,this looks really good!!!
#15
06/13/2006 (5:18 am)
@Chris:

Quote:
Suggestions? Well I was gonna say multi-tile objects but... How about the ability to tile fading if other objects pass behind it (Character pass behind a taller wall, wall can then be faded a bit)

Yeah that's in (called occlusion masking in the feature list). You will basically be able to set a flag on any map element and if it is occluded by anything else all occluding elements will be rendered according to the occlussion style selected (not just fading alpha, you could just show outlines of occluded object, show outlines of occluder, show alternate image frames (e.g. half walls) or whatever else I come up with as an option.

Nice and generic and gives the user some options ;p

EDIT: Perhaps I should post the feature list in every plan so folks will know whats already in there feature wise. (I.E. not update the feature list in plan one but keep a new list in each plan)

~neo
#16
06/13/2006 (5:30 am)
Wow! Hope my modelling machine doesn't go into melt down due to over motivation! This project is going right down my alley Neo!

Awsome work mate :)

Cheers
Paul.
#17
06/13/2006 (5:37 am)
Sigh, here I make a simple suggestion and it's already been implemented in a complex manner I could not have dreamed of...

Errr.... Need more suggestions, how about "I want a pony!"

Quote:Will post more later, but here's a screenie of the editor to keep the faith:

Keep this up Neo and you'll have your own religion!
#18
06/13/2006 (9:32 am)
extremely impressive neo,

you've basically got almost your own engine. can anyone say neogamebuilder...

will there be a mac version? i have to ask...

just goes to show the fruits of hard work...

anthony
#19
06/13/2006 (9:38 am)
Heheh, hence my mention above of calling it the Iso Builder.

It is fast turning into a complete T2.5D solution.

The code does no platform specific stuff so will run on anything TGB runs on ;p

~neo
#20
06/13/2006 (2:27 pm)
Looks really cool!
Page «Previous 1 2