Will this program support 32x64 bit graphics? Or can I make it so with my knowledge?
Oh by 32x64 i mean like Chrono Trigger. and I'm glad to hear it's possible. I'll download the VB version and await your C# with bells on my toes.
Just letting you know VbGORE and NetGore are two completely different engines.
how so? Besides the code change, and that's no problem seeing as I know both.
Then don't waste your time with vbgore and actually help develop Netgore? Maps, items, etc are not interchangeable.
Only if Skoni makes Paperdolls, I need the armor to change when someone makes custom peaces.
I thought you said you know both vb and C? You should have no problem implementing it yourself then, or give spodi a hand with it if you want it to be in one of the next public releases ![]()
sorry, I keep going between to diffrent programs it's it's hard to remember who I'm talking to.
sidescroller.....ew....
Thank goodness it's open source, I cna't have a sidescroller.
Dude, there's an edit button for a reason. And Spodi already said he's planning on releasing a tutorial on how to make it topdown.
I like the fact that it's a sidescroller. There are way too many topdown 2D mmorpg engines out there (granted, most are based off of the Mirage VB6 code). Besides, developing character graphics/paperdolling for sidescrollers is much easier. You only need to create images and animations for two directions, and you can even "cheat" and just mirror the animation from one direction to the other, if you want.
maybe, but the sizes of the maps are limited to a 2D setting, with top down you can get as high as 2.5D. Also, you can have more monsters on screen without them crowding things or overlapping and setting triggers and events is a lot easyer. The only Side Scrolling MMO that I saw was Dungon fighter Online.
There are a few more these days. MapleStory, Wonderking Online (beta), La Tale, etc. I don't really like the sidescrollers that are out right now because they tend to be Asian imports and, consequently, huge grindfests. Hopefully, with NetGore, I'll be able to help create something that emphasizes the simplified gameplay and fun pseudo-physics aspects of a sidescroller MMO without having the grind to top-level be so daunting.
I'll be interested to see how easy/difficult it would be to convert NetGore to 2.5D isometric. The fact that movement is pixel-based out-of-the-box is a very good thing for that. Having some sort of pseudo-Z axis, though, might be much more challenging to implement, particularly from a graphics/rendering standpoint.
Pixelbased movement for topdown would be quite awesome.
Like The Legend of Zelda: Minish Cap.
That had the best pixelbased movement ever.
I really like the idea of a sidescrolling engine. We could always make a top down version once it gets made.
Pixel-based movement support is absolutely key. I'm sure it'll come along at some point.
It's a good thing for SVO since Earthbound has pixelbased movement ![]()
Wait, isn't NetGore's movement already pixel-based? I'm at work, but I thought when I was playing around with the engine the other night, it was pixel-based. Am I wrong?
Yessir. There is no concept of "tiles" in NetGore in the development level. Maps do have a grid in them internally, which is used as a way to quickly look up objects in an area. This way, when you want an object at point (X,Y) or in a given rectangle, you only look at a few objects (the objects in that part of the grid), not every object in the whole map. But this is completely automated and hidden by the engine.
The only other concept of grids/tiles NetGore has is that you CAN place stuff down in the map editor on a grid. This is purely for development reasons (ie easy alignment with other graphics). You can disable this by simply turning off the grid. The grid itself only conceptually exists inside the map editor and is only used for helping lay down stuff.
Theoretically, any entity can be of any size, and located at any position inside of the map region (map width and height are defined in the map editor on a per-map basis).
sweet
Great!
oh god pixel based movement combat etc really supports our batlesystem.
tilebased we would have had to make too many compromises ^^
can I ask what is pixel based movement?
hehe
Why, pixel-based movement is movement by pixels!
Pixel based movement, is basically, movement based on pixels instead of tiles.
So you can move left and right a couple of pixels, and not just in groups of 32 pixels or so.
is it possible to have to players touching a shingle tile?
If you mean two players touching a single tile, yes, that is possible.
wow!
sorry for the wrong spell XP
*two
*single
that's very good!
What do you mean 32x64 bit graphics? It supports 32-bit color depths (8 bits on all 4 color channels - A8R8G8B8). As far as I know, there is no such thing as "64-bit graphics", at least in the mainstream of graphics (maybe if you have some insane hardware).
Or do you mean 32x64 graphics, as in dimensions (32 pixel width, 64 pixel height)? In this case, yes - any single graphic can be of any size as long as it fits the limitations of the client's graphics card. Older cards support a max of 2048x2048 textures, while newer cards are 8192x8192 or higher. But you should probably never have a single graphic that is over 1024x1024 anyways.