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Post by Guilect on Sept 12, 2005 6:50:19 GMT -5
* IDE saves user selected color scheme (window,text, keywords, comments, string, and operator) * Time based commands: AutoMove, AutoRotate, AutoFade, and animate (you'll like these ) * added built-in commands for rectangular and circular collision detection. * Tile map editor * Tile map commands - smooth pixel scrolling, real-time fade, rotate, color changes of maps -- Cool! Get your copy here: brutus.pewtersoftware.com/brutus2d.exe
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Post by stevep on Sept 12, 2005 22:13:51 GMT -5
I still gotta play with it more but I like the new features. Once I start writing my game in Brutus2D (now that you got the map features in) I'll be able to point out any bugs and/or recommendations.
Here are some suggestions off the top of my head: * Pixel collision (it's slower but necessary for some parts of the game) * Variable types of path finding
Good work!!
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Post by Guilect on Sept 14, 2005 17:48:33 GMT -5
Steve,
Brutus2D is based on DirectX version 8. Pixel Perfect Collision (PPC) is not as easy to do in DirectX8 as it was in older (outdated) versions of DirectX (e.g. DX7). Microsoft removed the commands from DX8 that would have made it a simple task. It might still be possible but will require alot of work arounds to try to acheive the same results. I will look into it. The built-in rectangular and circular collision detection commands should tide everyone over.
Path Finding is something I have already been playing with. For the first pass there will be one type of algorithm available. Consider it a hybrid among A*, Dijkstra, and my own tweaks. It works pretty darn well. I am just trying to figure out how I want to interface the results (an array of coordinates) back into Brustus2D.
Regards.
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Post by stevep on Sept 15, 2005 6:51:47 GMT -5
You're awesome Guilect! ;D
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Post by stevep on Sept 15, 2005 10:10:45 GMT -5
Here's a couple other features you may eventually want to add: * Physics (this could be a lot of fun) * Adding and using resources (graphics, sound, etc.) to the EXE.
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Post by stevep on Sept 15, 2005 10:14:12 GMT -5
Steve, I am just trying to figure out how I want to interface the results (an array of coordinates) back into Brustus2D. Returning an array of coordinates sounds good. Perhaps you could do somthing like: vPathFindArray = PathFind(Map,StartX,StartY,EndX,EndY,PathFindingMethod)
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