Here is a very basic demo of the early stages of SkyLock's graphic engine. Because of the attachment size restriction on the board, I'm including 2 *.zips. The first one is just the *.exe and the 2nd one (in a post to follow) has the image/data files. All you need to do to run it is download and unzip both *.zips into the same directory and then run the *.exe.
As with the early demo's you'll need DirectX 7.0 or higher to run it.
A basic desription of this demo:
This is fullscreen 2d with DX7 (DirectDraw). Input is handled with DirectInput7.
It shows an iso map of 4 green tiles (placeholder art) with one of the enemy characters animated on it. His animation sequence is run on a timer. It's a basic idle (breathing) animation (I know robots don't breathe, but you get the idea).
ESC - exits the demo
0, 1, 2, 3 or 4 -
- (on the top of the keyboard, NOT the number pad)-
Cycle through 5 possible facing animations
- (so far only S, SW, W, SE and E are available, the final game will
- (have all 8 possible facing animations)
LEFT arrow key/RIGHT arrow key - scrolls.
S - saves the current screen image as a bitmap (screen.bmp) in the directory the demo is run from.
1 - I still need to work out the offsets for my animations. Right now only the S animation lines up just right with the tile it's on. The other 4 directions are off a bit. This is what I'm currently working on.
2 - When scrolling you have to repeatedly hit the arrow keys. The final game will have very little keyboard input so I haven't bothered adding checks for keys held down and not released. The purpose of scrolling in this demo is just to show the clipping routine that sits on top of my BltFast calls.
3 - This bitmap is only 256 colors. The final game will use 16 bit bitmaps, but I had to reduce the color depth to make the bitmap small enough to fit the boards attachment size limitations.
Let me know what you think...