The more I search, the more lost I become.
I am brand spanking new to Direct X of any kind.
I have a couple questions I can not find any answers to..
1.) DirectDraw is still technically DirectDraw7? Examples I find in DD7 would apply to DX9 DirectDraw?
2.) Im currently working on a *gasp* isometric RPG....that sounds so...generic. Anyway..Reading some tutorials for DD on map tiling and such..I read that using a simple 2D array and a plain ol .txt file 'could' work for storing map/tile data...But the tutorial says using that method would limit me to only 9 or so different kinds of tiles. The best way...it said..was to store map data in a binary file and load bits of data into the array in the program vs. loading simple tile identity numbers.."1 for water..2 for dirt..etc." The text file I can do..but binary?? How exactly would this work? I'm not asking for someone to write my code for me..but the lack of examples is frightening.
3.) All amateur game programmers seem to have written a tile scrolling rpg at some point..But not once have I seen a true isometric example. Take Ultima Online for instance..Predrawn( I think) diamond shaped 32x32 tiles...Then you have the buildings and such. These buildings allow the character sprite to move behind them. Using DirectDraw, is this just another surface blitted on top of the base tile surface? If so would I create a seperate binary map file for storing the locations of these 'buildings' taking a 'z' coordinate into consideration (to allow artifical height)
4.) Ive seen two different methods for drawing animated sprites in DirectDraw. First method is to create a bitmap with all your frames of animation drawn. Load the entire BMP into memory and tell DX to draw every 100ms, (ala stupid timer) ,a different rectangle on that bitmap. Seems to work okay, but timers are evil. The 2nd method I've seen is to have seperate bitmaps for each frame of animation, then load all those bitmaps into an array, then create a loop to shoot through the array. Which method is faster/better?
I've been studying DirectX9 for about a week now and I can create a fixed centerscreen sprite (animated) and have it follow the mouse in 4 different directions using a predrawn bitmap to simulate a running character (animated only on right click down). Next goal is to now create the scrolling tile map complete with 'raised' buildings. Another question I have deals with strecthing a tile. Flat tiles are okay for grassy plains or whatever, but what about mountains/rugged terrain? It seems, in games I've seen, They use a texture map of some kind and stretch the textures over......over what I don't know..completely lost on that one.
Anyway..Im a newbie, but I learn fast. I might be jumping into things far too advanced for my level of experience, but that's the best way to learn imo. Any help is super appreciated, I can find no good examples on the net. Any help here could be extremely benificial to anyone researching this topic. (and there seem to be alot of em) I plan to write a completely in depth tutorial directly relating to DX9 and VB.NET when I become confident in my code enough to do so, as there seems to be a need for such a guide. Thank you in advance.
-J
I am brand spanking new to Direct X of any kind.
I have a couple questions I can not find any answers to..
1.) DirectDraw is still technically DirectDraw7? Examples I find in DD7 would apply to DX9 DirectDraw?
2.) Im currently working on a *gasp* isometric RPG....that sounds so...generic. Anyway..Reading some tutorials for DD on map tiling and such..I read that using a simple 2D array and a plain ol .txt file 'could' work for storing map/tile data...But the tutorial says using that method would limit me to only 9 or so different kinds of tiles. The best way...it said..was to store map data in a binary file and load bits of data into the array in the program vs. loading simple tile identity numbers.."1 for water..2 for dirt..etc." The text file I can do..but binary?? How exactly would this work? I'm not asking for someone to write my code for me..but the lack of examples is frightening.
3.) All amateur game programmers seem to have written a tile scrolling rpg at some point..But not once have I seen a true isometric example. Take Ultima Online for instance..Predrawn( I think) diamond shaped 32x32 tiles...Then you have the buildings and such. These buildings allow the character sprite to move behind them. Using DirectDraw, is this just another surface blitted on top of the base tile surface? If so would I create a seperate binary map file for storing the locations of these 'buildings' taking a 'z' coordinate into consideration (to allow artifical height)
4.) Ive seen two different methods for drawing animated sprites in DirectDraw. First method is to create a bitmap with all your frames of animation drawn. Load the entire BMP into memory and tell DX to draw every 100ms, (ala stupid timer) ,a different rectangle on that bitmap. Seems to work okay, but timers are evil. The 2nd method I've seen is to have seperate bitmaps for each frame of animation, then load all those bitmaps into an array, then create a loop to shoot through the array. Which method is faster/better?
I've been studying DirectX9 for about a week now and I can create a fixed centerscreen sprite (animated) and have it follow the mouse in 4 different directions using a predrawn bitmap to simulate a running character (animated only on right click down). Next goal is to now create the scrolling tile map complete with 'raised' buildings. Another question I have deals with strecthing a tile. Flat tiles are okay for grassy plains or whatever, but what about mountains/rugged terrain? It seems, in games I've seen, They use a texture map of some kind and stretch the textures over......over what I don't know..completely lost on that one.
Anyway..Im a newbie, but I learn fast. I might be jumping into things far too advanced for my level of experience, but that's the best way to learn imo. Any help is super appreciated, I can find no good examples on the net. Any help here could be extremely benificial to anyone researching this topic. (and there seem to be alot of em) I plan to write a completely in depth tutorial directly relating to DX9 and VB.NET when I become confident in my code enough to do so, as there seems to be a need for such a guide. Thank you in advance.
-J