Zed A. Shaw
|
51c1e04f61
|
Made some progress on the refactoring but I need to start getting serious and not reworking this code to death.
|
2025-01-26 19:22:27 -05:00 |
|
Zed A. Shaw
|
6ed57cd4a8
|
Closer to what I want for sprite loading but still needs more work.
|
2025-01-25 12:19:14 -05:00 |
|
Zed A. Shaw
|
51858ea399
|
Made a terrible animation sprite and then did a quick animation test. Won't keep it for now but this shows how it could work.
|
2025-01-25 12:02:57 -05:00 |
|
Zed A. Shaw
|
0882851b3f
|
Switching back to 256px textures for most things, but the weapon works best as a 512px.
|
2025-01-25 08:29:01 -05:00 |
|
Zed A. Shaw
|
5e6f95513c
|
Tried out 512px tiles and sprites and they actually look like crap. They just look like bad textures not better painted. With 256 they look nicely pixelated.
|
2025-01-25 07:46:57 -05:00 |
|
Zed A. Shaw
|
d397c02d38
|
You can now stab stuff with a sword.
|
2025-01-23 12:54:46 -05:00 |
|
Zed A. Shaw
|
ad38f575a3
|
Now the sprites are rendered in the 3d scene with just SFML sprites.
|
2025-01-23 11:24:06 -05:00 |
|
Zed A. Shaw
|
da7075864b
|
Now have a basic sprite system that uses SFML's sprites, but the algorithm for determining how much of a sprite to display is wrong. Need to use the alternate algorithm from LODE's tutorial that draws sprites after rendering.
|
2025-01-23 02:42:43 -05:00 |
|
Zed A. Shaw
|
4d31a4daf2
|
Amit's code mostly converted to use the new texture.hpp but there's an error on line amt/pixel.hpp:472
|
2025-01-17 11:36:03 -05:00 |
|
Zed A. Shaw
|
adfb6367d7
|
Finished the first pass of moving everything around and cleaning up as much as possible.
|
2025-01-17 03:45:05 -05:00 |
|