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C+ orpg engine


Xx pr0c0d3r xX
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Due to normal users being unable to post in this topic. I've moved the topic back to where it originally was. if this topic dies or returns to be a complete joke (Yes Xx pr0cod3r xX you WILL need to take this seriously and stop talking text speak) I will personally move it back here, lock it and remove the key.

-Kibbelz
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hi every1 Xx pr0c0d3r xX here its been awhile bcuz the thread was locked im here 4 the updates 2 the c+ orpg engine

like last time i went the smart route and took notes of the change i put them in different categories lol :

* added getNumberOfComponents() 2 ComponentsHolder
* added clearComponents() 2 ComponentsHolder
* made Thing a ComponentsHolder server-side
* added isDuplicable() 2 components and made it so u cant add a non-duplicable component 2 a ComponentsHolder

this 1 is pretty straightforward

* created TileRenderer
* created TileRendererFactory
* added a TileRenderer to Tile
* created TopDownTileRenderer
* added draw() method 2 Component
* TerrainRenderer now saves a list of ptrs 2 Tiles instead of sprites and a list of ptrs 2 fringe ones
* terrain renderering is now moar performant
* removed callbacks 4 terrain resisze on TileRendererTileRenderer is expected to buffer the rendering data (sprites) about the tile its renderering, so changing data in Terrain should do the trick

so this is the terrain renderer rework i was talking about which was sparked by JeffSventora so thx JeffSventora

u can check the code 4 moar details

* added getTiles() 2 Terrain
* added global zoomFactor in rpgclient.cpp
* added a clear to components in Tile::loadFromSerializedTile
* ThingsManager::getThingById now returns a shared_ptr of a Thing instead of a reference
* renamed ThingsManager::thingExistsById 2 hasThingById 4 consistency
* fixed healthcomponent 2 override loadDataFromStream instead of loadDataFromString
* added init() 2 all inner_init()
* added ordering channel to Player::send and Thing::send
* moved the debug text 2 let room 4 the xp and level gui
* changed color of text in guichat

these r just fixes and refactoring, there r alot moar of those bcuz i didnt note them all down

* added GUIRenderLayer 2 display the current render layer

u can c the difference in layers rendering in these pix :
![](http://i.imgur.com/caCfSzX.png)    ![](http://i.imgur.com/3s5Khs7.png)    ![](http://i.imgur.com/uzzt3LA.png)

* middle-clicking in the map editor will clear the components from a tile

i still need a proper gui 2 be able to edit individual components but this is a good start

* added /fill [layer] command

this 1 is useful also the layer argument is optional if its missing its gonna fill all the layers

* added tilegroups support to the tileselectionwindow

looks like this now :
![](http://i.imgur.com/s5cYiJ2.png)

* added a generated "error" asset to AssetsManager

basically when theres a problem loading an asset itll display 1 error text instead. this error dont require 1 asset, but still need the font

* added icon.png which will b loaded as the window's icon

its loaded at runtime so u can edit the file 4 ur game
![](http://i.imgur.com/2EsILhI.png)

* added ExperienceComponent, LevelComponent, GUIExperienceBar and GUILevel

its still not customizable but the logic is all there, c the gui :

![](http://i.imgur.com/aAXyozs.png)

* created GUIMapTilePropertiesTags which is meant 2 display generated tags based on components name on the map

theres still 1 problem with the view on this 1\. theres 1 sfml view used 2 render the game world, that view follows the player around, but it also zoom on the world with a 2x factor. i need 2 get rid of the zoom bcuz its ridiculous 2 work around it 2 render things which must b in the game world but unzoomed like text. c it here :

![](http://i.imgur.com/veter33.png)

now 4 the next update i want 2 focus on gameplay stuff. ik theres still work 2 b done about the engine but i really want 2 play something. so ill add the ranged combat component, a basic proximity mob ai, a warp tile component 2, the ability to set warps on the sides of the map and an inventory/loot system.
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