Oh no! What’s this?

iso.png

It’s …. it’s …. so retro!

I’m working on an isometric tile engine during my leave. Mainly for doing something on my own, digging deeper into XNA 3.0. I’ve never worked on an isometric engine and to my surprise it was fairly easy to draw the tiles correctly. All the data structures and most algorithms still work as if it were a flat tile engine. It’s actually a very clever approach. Imagine that if you take a regular rectangular 2D tilemap and rotate it about 60 degrees. You still render the tiles in order, starting from 0,0 and drawing them row by row – the only real difference is that you draw each tile of a row not just a little to the right but also a bit down. That’s basically it. You get the overdraw effect for free! That means your actors can actually stand behind walls and they will be partially concealed by the wall in front of them.

If you want to learn more about Isometric engines, check these links:

Gamedev.net – Isometric and Tile-based Games

Isometric Projection (reload the page a few times if you, like me, are having trouble getting all the images displayed)

Lingo Workshop – Isometric Game: Part 1 Part 2

YoYo Games – Isometric Game Programming

Isometric Coordinate Calculation (last time i checked the site was down)

And if you want to know where i got these cool tiles from … look here. Most of these tiles were created by David E. Gervais (additional ISO tiles by Henk Brouwer) and are free for non commercial use as far as i understand it. If you want to get more of these tiles, check out the Rogue-style games like Angband, Silmar, TOME, etc. (notice there are often several versions of each, try them all). Don’t be afraid to download them and browse their assets for tile graphics. These are great for getting your tile-based game an initial cool look. Wether you can actually keep these tiles once you publish the game depends on who owns the copyright to these files, so better check with the creator before publishing your game with them.

Of course, once you get the pictures in your engine you’ll probably notice that these tiles are like 32×32 pixels and don’t really scale up on modern 1920×1200 displays. But there’s a solution for that, too. I can recommend the following tools for scaling pixel art up – they were specially created to keep the retro pixel-look without blurring the image but making it look as if it were pixeled in a higher resolution to begin with.

I’ve found that Scale2X gives the best results:

But hq2x also gives nice results:

There are more algorithms but these are the two i found the most practical – simply because they come with a precompiled Windows binary (that is an EXE file for all you non-programmers). You might want to check the Wikipedia page on scaling pixel art for more algorithms and some background. You should also know that these algorithms are made to primarily scale images up by a factor of two or four. So don’t expect these tools to scale your pixel art to widescreen 16:10 format or something like that.

Tagged with:
 

The real gaming horror! (starts now)

When i started this blog in late ’07, i admittedly stole the name from Jeff Atwood’s blog and twisted it so it fit my sinister purposes. However, it started out more as ramblings than anything, definetely not horror. I didn’t have a plan for this blog, other than that i liked the name and the idea of putting something up that equals Jeff’s blog, just more tailored to games. I tried to follow his advice, keep posting on a regular basis … but one frustratingly unresolvable problem (why do some lines keep shooting past the side of the window?) and a ruptured anterior cruciate ligament later, it didn’t go anywhere.

At the beginning, i may have taken the “horror” too literally, ranting about the horrific things i’ve seen in the game that i just WANTED to be great (Mass Effect) but turned out to be merely ok. I’ve had a whole series of failures planned, all well researched and justified. The inventory, the “exploration” of empty planets, the combat “system” and so on. But that’s just not …. i mean everyone rants on the Internet, and if anything i want to do something completely different. My love is in games, so i can be very critical at times, but the outlook should remain positive. Then i’m also a game developer who is excited about the hobbyist game programming communities, especially Game Maker and Microsoft’s XNA framework. I occassionally participate and try to help where i can but i also learn a lot from these communities. There are people who know their stuff better than i because they have worked with it more intensively, or even developed it. Correct me if i’m wrong, yes please!

I also follow the DRM and copy protection issues closely. As a game developer, i think we should take the piracy as an opportunity and change our business models accordingly, that means: go online, do micro-transactions, do DLC for registered users (buying costumers hopefully), do treat the costumer as a restaurant waiter would. Be polite, forthcoming, and serve an aperitif or fortune cookie free of cost. Do anything to make your costumers come back. Remember their names, call them by their names, offer them “the usual?” but also point out this week’s specialties. Eventually, they will appreciate this service and treatment and they will gladly pay for it AND tip.

Imagine you’d be coming to a restaurant and the first thing the waiter wants to see is your 20-digit hexcoded restaurant entry permit serial number that you have to read to him. He will then let you in but he sneakily velcro’s a tiny GPS microchip on your clothes, usually without you even noticing. Just in case you might be leaving the restaurant without paying. He will also come by regularly with your drinks and food and while doing so, he revalidates your permit via his RFID scanner. Of course, when you leave he doesn’t remove the microchips, unless specifically instructed to do so, and he will also remind you that if you come back a fourth time, you will have to call an 0800 service number from now on before each visit to explain why you are coming to this place so regularly. Would you keep going to this place?

I hate obtrusive, inflexible DRM! I hate incompatible, problem-riddled copy protection mechanisms. My computer failed to run Spore due to it’s copy protection. I am so glad that BattleForge won’t have any of that! We (as game developers) need not find solutions to a problem (piracy), we need to look for better opportunities where piracy can’t spoil our incomes, and we need to reward those who pay.

Somehow, i wanted to mention Dead Space here. Actually, the whole idea of the subject was to talk about Dead Space and how it fits the “horror” theme. Now i’m tired and have only this to say: if you even remotely liked any of these games: Doom 3, F.E.A.R., System Shock or Bioshock – grab it! You’ll be in for a treat from the first minute. Remember: expect the worst, and then the unexpected!

Tagged with:
 
© 2010 Steffen Itterheim aka Gaming Horror