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Author Topic: Age of CEmpires I  (Read 14874 times)

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Offline PT_

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Re: Age of CEmpires I
« Reply #15 on: January 04, 2017, 09:46:12 pm »
By the way, will there be a mini-map?
Definitely! I'm going to add a gameplay GUI, if you press [MODE] you will get there, and from there, you can see the minimap, you can build houses, etc.

Btw, I've moved off from C, it's for me too hard to learn. Instead I will program this in ASM, but with the C libs included. I'm already at the stage I was in C.

Offline tr1p1ea

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Re: Age of CEmpires I
« Reply #16 on: January 04, 2017, 10:12:52 pm »
Interesting that you moved from C to ASM due to ease of programming :).

Have you any updated animated screenshots?

Offline PT_

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Re: Age of CEmpires I
« Reply #17 on: January 04, 2017, 10:14:46 pm »
Interesting that you moved from C to ASM due to ease of programming :).

Have you any updated animated screenshots?
:P The one I posted is still the latest one, as I didn't add anything else, other than buildings


Offline p2

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Re: Age of CEmpires I
« Reply #18 on: January 04, 2017, 10:16:02 pm »
there as an HD remake of Aoe2, only 1-2 weeks ago another extension was published (I made a post somewhere...)
but I suppose you use the basic low res tiles? :)
(of AoE2 not AoE1, right?)
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Offline PT_

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Re: Age of CEmpires I
« Reply #19 on: January 04, 2017, 10:18:05 pm »
there as an HD remake of Aoe2, only 1-2 weeks ago another extension was published (I made a post somewhere...)
but I suppose you use the basic low res tiles? :)
(of AoE2 not AoE1, right?)
I'm making an AoE2 port, and since I don't have the HD version (yet), I'm making the old one.

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Re: Age of CEmpires I
« Reply #20 on: January 04, 2017, 11:50:51 pm »
Looking really promesing. I wonder if you'll be able to finish it (im not sure how big AoE2 is :P).
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Offline PT_

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Re: Age of CEmpires I
« Reply #21 on: January 05, 2017, 12:49:09 pm »
Progress so far:

- Rendering of all the buildings is ready, I only need to add one thing, and that is when the building is entirely offscreen, it would skip the decompression + displaying part, to save speed.
- Resources (Wood, food, gold, stone) + population/max population at the top of the screen.



The crash at the end only happened special for this screenshot.

Oh, and my lil' bro said the lumbercamp and the miningcamp are 2x2 tiles, so I need to change that.

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Re: Age of CEmpires I
« Reply #22 on: January 05, 2017, 12:59:15 pm »
meh

think a population max of around 50 would be better for the calc?
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Offline PT_

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Re: Age of CEmpires I
« Reply #23 on: January 05, 2017, 03:31:29 pm »
Well, speed is a real struggle, but I got it working ;)


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Re: Age of CEmpires I
« Reply #24 on: January 05, 2017, 05:31:06 pm »
Sorry about the speed. This looks really great, though. You might have to use shortcuts such as storing buildings directly inside the map data so you only have 1 layer of stuff to draw. @tr1p1ea  once made an isometric tilemapper on the CSE once that had multiple layers, though, so maybe he could help you?

Or you could make the buildings smaller.
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Offline p2

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Re: Age of CEmpires I
« Reply #25 on: January 05, 2017, 08:31:45 pm »
Im Not sure about that, how big would the speed improvment be in you resized all tiles to 50% size?? Generally speaking that should be a good idea as there would be only very fes buildings ob the screen Art once...
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Anyway war sucks. Just bring us your food instead of missiles  :P ~ DJ Omnimaga (11.10.2016 20:21:48)
if you cant get a jframe set up, draw stuff to it, and receive input, i can only imagine how horrible your game code is _._   ~ c4ooo (14.11.2016 22:44:07)
If they pull a Harambe on me tell my family I love them ~ u/Pwntear37d (AssangeWatch /r/)
make Walrii great again ~ DJ Omnimaga (28.11.2016 23:01:31)
God invented the pc, satan the smartphone I guess ~ p4nix (16.02.2017 22:51:49)

Offline kotu

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Re: Age of CEmpires I
« Reply #26 on: January 05, 2017, 08:34:47 pm »
how about a building drop game where you have to drop buildings on large gangs of aoe priests??
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Re: Age of CEmpires I
« Reply #27 on: January 05, 2017, 08:37:52 pm »
Im Not sure about that, how big would the speed improvment be in you resized all tiles to 50% size?? Generally speaking that should be a good idea as there would be only very fes buildings ob the screen Art once...
If my brain is working correctly right now, reducing the size of the tiles doesn't reduce the time it needs to fill a screen with x*y tiles. If I'm not wrong it probably only makes it worse :trollface: (except he has to load tiles OTF, but that's too MLG)... I'm just asking myself, depending on how this isometric thing is written, if you actually have to 'overdraw' the edges? I guess non-isometric would be faster, but also not as 1337...
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Offline tr1p1ea

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Re: Age of CEmpires I
« Reply #28 on: January 06, 2017, 04:14:42 am »
Im sure things can be sped up with some optimising ... though those are some big sprites to be drawing :(.

This is in ASM, but using CE libs for the drawing functions?

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Re: Age of CEmpires I
« Reply #29 on: January 07, 2017, 12:06:05 am »
You could just pull a super mario bros 2 and make a few sprites to a building
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