Hero, Iteration 6 progress

I finally got some time to work on I6. I got up 5:30 and got a good hour of programming before anyone else awoke...

I'm working on improving the levels, since everything is build from a grid graphics is getting very squared, not all bad since squares are easy to understand and works great gameplay-wise. But I would like to model outdoor levels, so I added height information on every tile corner and now I can build slopes and smooth hills.

First I thought this would complicate my code, but after a second refactoring things are looking better than before. I still have some work to do with the texture coordinates and light map generation, but I think this will be quite easy...

I also need to do some normal-generation-interpolation, but it can probably wait until I add shaders...

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Hero, i6 progress on slopes

Hero, i6 progress on slopesHero, i6 progress on slopes

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he he he cool, this really

he he he cool, this really reminds me of populous now Laughing out loud

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I was thinking of using

I was thinking of using populous style editing for the heights...

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I'm posting here since there

I'm posting here since there isn't a thread for I6 feedback yet.

I noticed that I always get the "Inventory Full" message when trying to pick up an item from a specific angle. From the players perspective it on the diagonal to the right of the object. It doesn't matter what type of item I'm trying to pick up or if my inventory is full or not, I always get the message and the item remains on the ground.

Another thing I noticed is that it takes a really long time for the game to start up, sometimes I think it's hanged or something.

Also I noticed that some of the tilted tiles don't line up properly, as you can see in your own screenshot above. Two tiles directly to the right of the avatar for example.

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There's no kill like an overkill!

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Thanks for feeding! I know

Thanks for feeding!

I know Daniel is away without any net (the horror) so it will probably be a couple of days before he responds.

But do keep the comments coming!

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That is truly horrible.. The

That is truly horrible..

The poor guy..

______________________________________________________________
There's no kill like an overkill!

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I´m back, it was kind of

I´m back, it was kind of relaxing being out of the loop for a while...

Thanks for the feedback!

I 2 noticed the pickup problems, but did not have the same behavior as you.

The long startup time is mainly loading levels and parsing xml, I noticed it too especially when running debug. I have a fix in the pipe...

thanx for noticing the tile lineup...

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