I've also started to document my code here: Tile ID - Filename mapping is done via a json file.
#Simcity 2000 sprites iso
With height levels taken into account, my plain screen to iso coordinates algorithm wasn't working anymore, so for every click each cell in the vectorMatrix is checked for pixel collision (with the mousecursor position) and for it's z-level, and the correct isoCoordinates are retrieved. When a cell (tile) is elevated, it checks each surrounding tile and changes it's texture accordingly or elevates itself if if there's more then one height level difference. Map Cells are now stored in a vector matrix. Under the hood, i rewrote a lot of my code. I've set up travis ci (with a doxygen build deployed to gh pages) So far, i have done more than i have i have initially planned and some features turned out to be more work than originally anticipated :-) I'll post an update, when i'm done with the terrain editing feature! JimmySnails Posts: 20 Joined:, 06:12Ī lot of time has passed and it's time for my first official release! V0.1 Tech Preview! I really love SC2K and played it a lot since i was a child, but it always lacked so many great features, like underground power lines, (a lot of) more buildings, different buildings for different centuries and stuff. So there's more freedom to implement own stuff and ideas ) i can start implementing game mechanics. When the engine is done (drawin, terrain editing, gui. My project starts from scratch, focusing on the engine. Besides that, their project focuses solely on SC2k (from savegames over to the assets) and right now they can only draw a SC2K city. I've already seen the opensc2k project, but it's based on JavaScript, while mine is based on C++. If my project really succeeds, i'd like to have an own forum for it, where creative people can (easily) make there own tilesets. but i think it's way cooler to come up with own sprites (with the same art-style which i really love!). I thought about adding an asset extractor tool late, when the games done. Right now i'm using the SC2K tiles as placeholder. My game won't be a remake of SC2K but rather a clone. I hope this will be useful for other other people too!
A lot of the stuff that's already done gave me quite a headache to figure out and i have reworked that stuff. I'm a huge fan of the opensource scene, and after looking at other peoples code of isometric, tilebased engines i really thought i'd should go open source from the beginning. There's still a long way ahead until i'll get to actual game mechanics, but thanks for the link! The next features will be "reading sprites (filenames) from a text file and map them to tile IDs" and afterwards reading / writing map files with height. After that i'll do some refactoring, add some minor stuff like FPS locking. I'm almost done with the terrain editing code.