• 2 months ago
Advanced programming - Diaxial ortogonal engine.

Source code is available for sale through PayPal. You can ask for details from the contact form at https://sakhalianet.x10.mx/contact.php or from the e-mail address provided in https://sakhalianet.x10.mx/legal_notice.php.

The program works with BitBlt from Win GDI. Tested in Windows 7 32/64 bits.

Disclaimer: there are no comments on the source code.

#visualbasic6 #visualbasic #programming #2dgame
Transcript
00:00This is the map editor for the Fantasy Puzzle game.
00:03The tile field has 10 by 10 tiles in size.
00:07In this game, there is a certain random or fixed minigame associated to each tile.
00:12The tile field has a certain terrain type associated to it depending on our choice.
00:18The tile selector features an animated light effect, which is rather demanding regarding CPU usage.
00:24To allow for a better distribution of elements in the tile field,
00:28and therefore a more beautifully arranged scenery,
00:30each tile can have two entities associated to it,
00:33and each entity can be multiplied in different arrangements.
00:36Of course, the largest part of the possible combinations yield absurd results,
00:40so we have to experiment to find the right ones.
00:58This is the map editor for the Fantasy Puzzle game.
01:01The tile field has 10 by 10 tiles in size.
01:04In this game, there is a certain random or fixed minigame associated to each tile.
01:09The tile selector features an animated light effect, which is rather demanding regarding CPU usage.
01:14The tile selector features an animated light effect, which is rather demanding regarding CPU usage.
01:19The tile selector features an animated light effect, which is rather demanding regarding CPU usage.
01:24Afterlight
01:38In this demonstration, I will be arranging a small cemetery to showcase how this editor works.
01:43Near the end of the video, I will load the full scenery that I ever arranged for the game.
01:47arranged for the game. Since the elements drawn in the field are small, you may have a bad time
01:52in distinguishing them, especially if you are watching this demonstration from a small device.
01:58This is because this software is native of desktop hardware and also of older hardware.
02:17So,
09:48now I will load the full scenery that I ever arranged for the game. In this editor,
09:57only a single file name can be used to store the sceneries, so we must be very careful to
10:02not overwrite a previous work. Unfortunately, in this demonstration, the program is apparently
10:09not loading the corresponding terrain type, as this scenery was originally made with a grass
10:13terrain. This is because there is a bug in the program. After I checked this, I found that I
10:19had forgot to update the corresponding combo box with the value of the variable which stores the
10:24terrain type. This is all for now. Thank you for watching this demonstration.

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