Is fall out graphics possible
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insaneratman

If any of you are in the know, fall out 1&2 had some nice graphics. Is there a way to create simular graphics in verge.Like to know.

Posted on 2005-09-27 23:32:34

resident

Yes, but not more easily than if you were to use a true programming language. Essentially you have to ignore Verge's built in mapping system and create your own system for it in Verge C.

Verge is excellent, but once you start straying too far from it's core intent (console style, single-player RPGs) you're better off with a more generic platform.

It's very probably accomplishable but it would be a major feat. You're wanting to try and push way beyond what Verge was intended for on at least two different fronts. You'd be better off doing it in real C with an external library or something for the extra speed and flexibility.

Posted on 2005-09-28 04:38:26 (last edited on 2005-09-28 04:42:29)

Kildorf

Uhm... I wouldn't go so far as to say that a Fallout look would require a complete rebuilding of the mapping system. It would just require creative map building!

From what I remember (it's been a few years now... hmm, I should pop in the old discs and play them o_o) Fallout had an isometric, 3d look. But! The 3d was all pre-rendered - in essence it was still just a 2d game. Isometric stuff can be done within the current map framework, you just need to set your tiles up properly. Barring that, you really could use the mapping system but override the map drawing system to make it all isometric.

Anyway, resident's core thoughts still stand, though. Let me generalize it further: Verge does not make any graphics, nor can you make graphics with it. It needs 2d graphic files (unless you're basil), but how you get them is entirely up to you. Pre-rendered backgrounds were even used in Verge1 games, from what I recall (mostly by xBig_D; can't for the life of me remember the game titles).

I'm just gonna throw in a bit of opinion now - Fallout 1 & 2 were great games (which I sadly never got very far in... though as I said I think I might pop them in... they'll probably be a more worthwhile time investment than Princess Maker 2), but I'm pretty certain it wasn't because of the graphics. Is there really any reason you want ugly 3d graphics rather than nicely done pixel graphics?

Posted on 2005-09-29 06:36:39

resident

http://www.cdaccess.com/gifs/screen/fallout12.jpg

The graphics worked, Kildorf. They're a bit dated now, but it was perfect for the post apocolypse, mad max style setting. They also allowed for horrendous gore without actually showing anything too gruesome. (If you decide to go back and play it, get a machine gun and fire it at close range next to someone. There's at least one cool animation of someone getting ripped to shreds)

Yeah, I suppose you could pervert the current map system, but it doesn't sound like it would be much easier than seizing control of the render loop and drawing whatever the hell you liked where you liked it. Actually, wasn't there a thread or two about making verge 'do' isometric graphics?

Posted on 2005-09-29 07:49:18 (last edited on 2005-09-29 07:49:48)

Kildorf

Heh, yeah, okay. The graphics are better than I remember. Disregard that little bit of a rant then.

Anyway, the reason I'd say to stick with the underlying map is just so you can use maped. I'm not actually sure that's a real advantage though.

Posted on 2005-09-29 15:16:30

CrazyAznGamer

There's another way to achieve isometric graphics, but it's relatively low quality compared to making graphics directly isometric, and although movement is *much* easier to code, you still have to do some arcane code.

It lies in actually making your graphics isometric, only with a vertical stretch and a 45 degree rotation. This would also make graphics easier to tile, and obstructions would work properly. When translating it back into isometric graphics during runtime, you would rotate the graphics back 45 degrees, and scale the resulting image in half vertically.

Here's an example of code that does this:


int screencopy = new Image(ImageWidth(screen)<<1, ImageHeight(screen)<<1); //Free this sometime later in the program.

void IsoScreenConvert
{
RotScale(ImageWidth(screencopy)>>1, ImageHeight(screencopy)>>1 , 45, 500, screen, screencopy); //Doubles the screen stuffs
ScaleBlit(ImageWidth(screencopy)-ImageWidth(screen)>>1, ImageHeight(screencopy)>>1-ImageHeight(screen)>>1, ImageWidth(screencopy), ImageHeight(screencopy)>>1, screencopy, screen); //Not sure if this is correct. =/
ShowPage();
}

/*blablabla.. there's code, and...*/
HookRender('IsoScreenConvert'); //Make sure that in the renderstring, 'R' is on top.

Posted on 2005-09-29 20:00:50 (last edited on 2005-09-29 20:04:27)


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