Another 3D dungeon crawl engine
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Do not post questions here!
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Do not post questions here!
This forum is for example code you want to show other people. Ren'Py questions should be asked in the Ren'Py Questions and Announcements forum.
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- Miko-Class Veteran
- Posts: 745
- Joined: Fri Nov 02, 2012 8:41 am
- Projects: Red eyes in the darkness
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Re: Another 3D dungeon crawl engine
For the last part: Not really hell for an artist with what I have in mind. With that the background would be just another tile. Thus this tile is then automatically placed whenever that background is used for a specific cell.
Re: Another 3D dungeon crawl engine
That would be very easy for an artist that is working in PS or another program that uses layers. This would only be helpful if they wanted to change it in-game.... hmmmm... we'll see.Wolf wrote:For the last part: Not really hell for an artist with what I have in mind. With that the background would be just another tile. Thus this tile is then automatically placed whenever that background is used for a specific cell.
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- Miko-Class Veteran
- Posts: 745
- Joined: Fri Nov 02, 2012 8:41 am
- Projects: Red eyes in the darkness
- Contact:
Re: Another 3D dungeon crawl engine
So had time now to look into more details:
1.) If both the front and the side pic are displayed at the same time there is a problem if the image does not take up the whole width of the 'tile'......as there is a gap between those two pictures then.
2.) If an image is not in the center of the 'tile' there is the problem that there is a possible jump between the side and the front representation.
I'll have to mull a bit over that as there are two options there
a.) To restruct how things are done for displaying pictures (not sure how though atm to rectify the problem)
b.) To make another "layer" that is displayed just for such images. Here still the problem is that I'm not sure atm how a display algorithm that does not have the same problem could look like.
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In total: I'll have to think that over. Maybe even start a few discussions there (aka if somebody is up for a discussion there let me know) in regards to how such images could be best made / displayed with both side and front images (I'm pretty sure I saw it a few times in the past in 3d shooters with both a front and a side image.....but MOST such things just had 1 image that led to quite a few strange occurances like lamps ALWAYS looking into your direction,...). IF possible I want to avoid having to use just "1" image but lets see what I come up with there (or what comes up in discussions there).
-----------------------
Back to topic how did the modification you had in mind with the minimap go? Did you run into any troubles?
As always if someone has ideas or problems or questoins let me know
tnx
You are right there is a problem here (under specific circumstances). To be more exact there are 2 problem zones:Car
Well
Fountain
Tombstone (creepy, I know)
Sculpture
Shrubs/Bushes
A Large Tree
1.) If both the front and the side pic are displayed at the same time there is a problem if the image does not take up the whole width of the 'tile'......as there is a gap between those two pictures then.
2.) If an image is not in the center of the 'tile' there is the problem that there is a possible jump between the side and the front representation.
I'll have to mull a bit over that as there are two options there
a.) To restruct how things are done for displaying pictures (not sure how though atm to rectify the problem)
b.) To make another "layer" that is displayed just for such images. Here still the problem is that I'm not sure atm how a display algorithm that does not have the same problem could look like.
-------------------------------------------------------------
In total: I'll have to think that over. Maybe even start a few discussions there (aka if somebody is up for a discussion there let me know) in regards to how such images could be best made / displayed with both side and front images (I'm pretty sure I saw it a few times in the past in 3d shooters with both a front and a side image.....but MOST such things just had 1 image that led to quite a few strange occurances like lamps ALWAYS looking into your direction,...). IF possible I want to avoid having to use just "1" image but lets see what I come up with there (or what comes up in discussions there).
-----------------------
Back to topic how did the modification you had in mind with the minimap go? Did you run into any troubles?
As always if someone has ideas or problems or questoins let me know
tnx
Re: Another 3D dungeon crawl engine
This doesn't work anymore.
```
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 526, in script
init -49 python:
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 527, in <module>
dungeonCrawl3DEngine = ClsDungeonCrawl3DEngine()
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 92, in __init__
self.InitLoadMaps()
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 110, in InitLoadMaps
self.dungeonMaps[fileName] = ClsDungeonMap(fileName, self.maxMapX, self.maxMapY)
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 51, in __init__
tileEventNumber = 0
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 28, in __init__
self.tileEventNumber = str(tileEventNumber).ljust(3, '0')
TypeError: must be char, not unicode
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 526, in script
init -49 python:
File "C:\renpy-7.3.5-sdk\renpy\ast.py", line 914, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\renpy-7.3.5-sdk\renpy\python.py", line 2028, in py_exec_bytecode
exec bytecode in globals, locals
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 527, in <module>
dungeonCrawl3DEngine = ClsDungeonCrawl3DEngine()
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 92, in __init__
self.InitLoadMaps()
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 110, in InitLoadMaps
self.dungeonMaps[fileName] = ClsDungeonMap(fileName, self.maxMapX, self.maxMapY)
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 51, in __init__
tileEventNumber = 0
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 28, in __init__
self.tileEventNumber = str(tileEventNumber).ljust(3, '0')
TypeError: must be char, not unicode
Windows-8-6.2.9200
Ren'Py 7.3.5.606
Mon Aug 24 19:29:07 2020
```
```
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 526, in script
init -49 python:
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 527, in <module>
dungeonCrawl3DEngine = ClsDungeonCrawl3DEngine()
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 92, in __init__
self.InitLoadMaps()
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 110, in InitLoadMaps
self.dungeonMaps[fileName] = ClsDungeonMap(fileName, self.maxMapX, self.maxMapY)
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 51, in __init__
tileEventNumber = 0
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 28, in __init__
self.tileEventNumber = str(tileEventNumber).ljust(3, '0')
TypeError: must be char, not unicode
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 526, in script
init -49 python:
File "C:\renpy-7.3.5-sdk\renpy\ast.py", line 914, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\renpy-7.3.5-sdk\renpy\python.py", line 2028, in py_exec_bytecode
exec bytecode in globals, locals
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 527, in <module>
dungeonCrawl3DEngine = ClsDungeonCrawl3DEngine()
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 92, in __init__
self.InitLoadMaps()
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 110, in InitLoadMaps
self.dungeonMaps[fileName] = ClsDungeonMap(fileName, self.maxMapX, self.maxMapY)
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 51, in __init__
tileEventNumber = 0
File "game/DungeonCrawl3DEngine/DungeonCrawl3DEngine.rpy", line 28, in __init__
self.tileEventNumber = str(tileEventNumber).ljust(3, '0')
TypeError: must be char, not unicode
Windows-8-6.2.9200
Ren'Py 7.3.5.606
Mon Aug 24 19:29:07 2020
```
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