Z-com: Enemy Obvious

MyChairHasALooIn

  • Posts: 310
You either know what this is going to be or don't (from the title), currently finishing the procedural map generator, will then inexpertly weld a probably ugly game to it.

Shiny world mapness.
http://www.stencyl.com/game/play/30278

« Last Edit: March 30, 2015, 07:06:28 pm by MyChairHasALooIn »

ceosol

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  • Posts: 2275
Make it more like the original. I hate how the aliens get extra moves when you first see them in the new ones. :)

I have long term plans to make an X-COM. I have every single one except for the most recent one. I'd be happy to assist in any way I can (and as time permits).

MyChairHasALooIn

  • Posts: 310
I agree, the way the new x-com allows the aliens a free move into cover is the only real fault I found with it too, still it's less annoying than having some muton scumbag post a blaster bomb in the skyranger the turn it drops the ramp.

Imagine an x-com game where chrysalids are the only enemy type, and look like dead people.  In a few weeks you'll be able to play it too!

MyChairHasALooIn

  • Posts: 310
Oh ceosol, if you never have try out ufo:aftermath ufo:aftershock and ufo:afterlight.

MyChairHasALooIn

  • Posts: 310
Building that world map,
step 1. find a free to use flattened map image of the world.
step 2. (happens when the screen is blank) compress the lines of the image from step 1 to appropriate proportions for a sphere, ancient greek dudes are a big help here. (also records some positional data during this step, which is all about saving processing power later)
step3. roll the different lines of the image around modified by the data recorded earlier (does not give a sphere effect, as the lines are not more compressed at the edges, but it will do and can be rotated (y axis only) in real time.
step 4. apply cool shadow mask, feel like a boss.

ceosol

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  • Posts: 2275
step 2. compress the lines of the image from step 1 to appropriate proportions for a sphere

If you want to make a flat map, I could texture a sphere and move a camera around it in the x-direction (i.e. y-axis rotation). What would you need, 30-60 frames or so? It would take me 5 minutes to set that up, giving you rotation and shadows.

MyChairHasALooIn

  • Posts: 310
Thanks for the offer, but that planet comes out of a 480*240 image file, and the projects already asset heavy, so I'm going to stick with what seems to work and takes up little space :p

MyChairHasALooIn

  • Posts: 310
Nightlights, also I <3 the image toolset.

Yes there is more to show off than a stoopid globe, nope not ready yet :p.

ceosol

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I really like how you skewed the globe. Decent job on the corners :)

NOTA

  • Posts: 327
How about a softer mask around your world?
Maybe a bit of atmospheric glow.
<a href="http://ebayade.com/world.swf" target="_blank" class="new_win">http://ebayade.com/world.swf</a>

« Last Edit: April 13, 2015, 07:57:15 pm by NOTA »

Donni11

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  • Posts: 2182
You either know what this is going to be or don't (from the title), currently finishing the procedural map generator, will then inexpertly weld a probably ugly game to it.

Shiny world mapness.
http://www.stencyl.com/game/play/30278
Looking cool !
Peace