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Re: [WIP]-Free City

PostPosted: Wed Apr 17, 2013 1:45 pm
by tzoli
I'm not sure if that kind of search would work(as I understood)).
First that is I'm not moving any objects to move the map only some variables change.
Second If that works with it the problem is that I want to scan tiles which isn't on the currently visible map. :S

Re: [WIP]-Free City

PostPosted: Thu Apr 18, 2013 8:00 pm
by GEuser
You could use an array to represent a map table then it wouldn't matter if the physical tiles are not in display. You could if you want transfer the x,y coordinates to a single array[] using for loops to set it up:-

where s = one side of a square map ( i.e. 100 for 100x100), so mapArray [0] is x=0, y=0.
After setting up the array use something like this to transfer coordinates and assign a numbered ID to suggest whats there:-

array_index = y * s + x
mapArray [array_index]=tileID;
// tileID could be int that indicates what type it is (road=0, house=1, ....)

then manipulate the array for range searches or whatever else.

But I suppose it would be pretty slow to set up one for 10,000 array elements, anyway, just a thought.

Re: [WIP]-Free City

PostPosted: Fri Apr 19, 2013 5:00 pm
by tzoli
I might do it...
btw: Streets are implemented :D

Re: [WIP]-Free City

PostPosted: Fri Apr 19, 2013 9:47 pm
by GEuser
tzoli wrote:I might do it...
btw: Streets are implemented :D


Cool! Keen to see the results :D

Re: [WIP]-Free City

PostPosted: Sun Apr 21, 2013 2:34 pm
by tzoli
News:
-"Streets crossing with Roads" animations are done
-River and Forest generation is done.(Each map will contain 1 River and 5 forests)
It was easier than I thought :)

Re: [WIP]-Free City

PostPosted: Sun Apr 21, 2013 6:05 pm
by GEuser
tzoli wrote:News:
-"Streets crossing with Roads" animations are done
-River and Forest generation is done.(Each map will contain 1 River and 5 forests)
It was easier than I thought :)

Great! Good to see more progress. Avidly awaiting for your upload. Have been messing around on blender. There's even a tree and foliage plugin available (haven't used it). Just a bit of experimenting. I used grass and roof textures on this, a basic model:-

BlenderHouse1.png

Might be interesting to do it for something in the distant future.

Re: [WIP]-Free City

PostPosted: Sun Apr 21, 2013 6:12 pm
by tzoli
Looks good... :)
We might have a use for it.
I'm unsure about the upload date but as soon as I will decide I will tell you

Re: [WIP]-Free City

PostPosted: Sun Apr 21, 2013 6:22 pm
by GEuser
tzoli wrote:Looks good... :)
We might have a use for it.
I'm unsure about the upload date but as soon as I will decide I will tell you

No rush. Take your time. I'd rather see it done properly then rushed up.

Re: [WIP]-Free City

PostPosted: Sat Apr 27, 2013 5:27 am
by tzoli
Well...There were no news for a couple of days... Acually I didn't make so much progress.
Here is a few:
-Reduced the data folder from 50MB to 5MB by transforming BMP to PNG.
-Menu System contains a lot new things but a lot of them is still unuseable(not programated in)
-Bus Stops exist as a unique tile but has no function yet.
-Changed grass texture

I'm thinking of releasing an early snapshot of the game for you. :)

And the most important things: :D
Screenshots:
(The river looks kind of funny sometimes)
Image
Image

Re: [WIP]-Free City

PostPosted: Mon Apr 29, 2013 5:25 am
by Hblade
Lookin' real awesome dude =)

Re: [WIP]-Free City

PostPosted: Mon Apr 29, 2013 12:39 pm
by tzoli
Thanks :D
I got a lot of work in it.
Btw:
Railroads and Train Stations are finished.

Re: [WIP]-Free City

PostPosted: Mon Apr 29, 2013 4:07 pm
by GEuser
tzoli wrote:-Reduced the data folder from 50MB to 5MB by transforming BMP to PNG.

Oh good, cos those .bmp's were getting memory heavy and I think the png's are cleaner anyway.

tzoli wrote:I'm thinking of releasing an early snapshot of the game for you. :)

Hey thanks but only if it isn't too much trouble (I can image your busy tinkering away with new stuff).

tzoli wrote:Railroads and Train Stations are finished.

Excellent! Your on a roll now :)

Some more graphics:
Art_for_tzoli_006a.png


Roads/Streets terminating bits
I noticed where the roads/streets end they make an ughly blunt edge across whole tile. I've included some terminating bits for roads/streets that are rounded off and finish half way across tile to give a better look. Whether you decide to use them or not, there here if you need them in the future.

Highway terminating bits
I thought it might be useful (if you want) to have highways that terminate and change into road tile instead of just abruptly finishing off with an awkward blunt edge. This gives the player the option to have straight highways in addition to the ringed highways already available (as in curved corners).

Airports / seaports
Did some quick tile configurations for airport & seaports. Sorry didn't spend too much time on these. They do need to be placed in a particular order so not sure if you'll want to use them. Those included are for 2 tile height arrangements but you can do as many as possible in the width direction by adding the the middle tiles continuously, so 2x2, 2x4, 2x6, 2x?... There's also blank tiles so that you can (if you choose) show the airport / seaport grow from blank tiles (that have been zoned) get filled in over time. Didn't do all the possible versions just these. You may need to do some image edits, flips and rotations if you want more then the 2 height versions.

tzoli wrote:Changed grass texture

Not sure if you've done seamless tiling for those grass tiles, do you think it's worth doing (gimp art program has a mapping effect that makes tiles seamless).

Anyway, nice to see you making good prgrress on this, waiting for your next update.

[EDIT]
Did some quick search on real life stats for various stuff like fire, hospital and education stuff. I found this site: http://www.nationmaster.com usefful for general world stats. Eventhough your more than likely to make major adjustments to them to suit the game for playability they still provide a useful guide for ideas. Here's some useful links:

People Statistics > Average size of households (most recent) by country
http://www.nationmaster.com/graph/peo_a ... households

Hospital beds per 1000 people by country
http://www.nationmaster.com/graph/hea_h ... pital-beds

Health Statistics > Physicians > per 1,000 people (most recent) by country

http://www.nationmaster.com/graph/hea_p ... 000-people

Pupil/teacher ratio in primary schools
http://huebler.blogspot.co.uk/2008/10/ptr.html

Fewer than 10 pupils per teacher: 7 countries
10 to 19 pupils per teacher: 90 countries
20 to 29 pupils per teacher: 43 countries
30 to 39 pupils per teacher: 27 countries
40 or more pupils per teacher: 27 countries

US Fire experience by region (2007 - 2011 annual averages)
http://www.nfpa.org/assets/files//PDF/R ... tSheet.pdf

Per thousand population
Midwest 5.4
West 3.4
Northeast 4.6
South 5.4
NATIONWIDE 4.6

Re: [WIP]-Free City

PostPosted: Mon Apr 29, 2013 6:43 pm
by MrJolteon
I have an idea for the bus stops:
Image
Road-side bus stops!

(They can probably be improved.)

Re: [WIP]-Free City

PostPosted: Mon Apr 29, 2013 6:58 pm
by MrJolteon
GEuser wrote:I know that in sim city and other city builders road needs to be 3 squares away

This is not the case in SimCity 4 and Cities XL. Buildings have to be connected to roads in order to function. (Factories and parks in SimCity 4 does not need a road connection; Parks can be anywhere, while factories must be within a few squares of a road.)
But in this game, I think it would be best to do what you said.

Re: [WIP]-Free City

PostPosted: Sun May 05, 2013 5:47 am
by tzoli
The bus stops are finished. :)
The new airport might be used as an Inernational Airport and the older as a smaller airport.

Today I implement: road endings, bridges(Roads,Streets,Railroads).
I might implement: Language file update(for the new stuff),Smaller airports,Seaports