Game programming student at Högskolan i Skövde, Sweden. Currently studying my last year. The one and only programmer at Double Zero One Zero.

Comment History
Brodal
Brodal - - 6 comments @ The Westport Independent

Glad to hear! You can play an alpha preview of the game at our website. Doublezeroonezero.com

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Brodal
Brodal - - 6 comments @ The Westport Independent

The release date for the game still isn't announced. It will hopefully play well on your laptop, it's hard to say without knowing the specs of the laptop, but the game will be made for iOS and Android as well, so hopefully your laptop will be able to play it. The game is being developed in an engine called Luxe, so you won't have the problem of Unity blowing up your CPU fans after 1 minute.

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Brodal
Brodal - - 6 comments @ The Westport Independent

Yup yup, we were actually made aware of it the day after we finished this as our contribution for Ludum Dare 29. It's an awesome game!

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Brodal
Brodal - - 6 comments @ The Westport Independent

Thank you! Yes, the version in the download section is just the version we made for the Ludum Dare game jam. We've now greatly expanded the game and are working on a new full version of it with a lot more features and a lot more content.

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Brodal
Brodal - - 6 comments @ Painters Guild

This looks like it has a lot of potential. Looking forward to the alpha release!

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Brodal
Brodal - - 6 comments @ Java, LibGDX and rendering isometric maps

Hello there! I'm not sure i completely follow. We render everything the other way around. That is that Y is looped first and then X which sets the indicies on the Y-axis first. It is true that it is hard to get the rendering perfect, which I have had to spend a lot of time tweaking to get it to where it is now. In our case something that has a lower X value will never be rendered in front of something that has a higher X value, so the case where the green box is rendered before the blue box can not happen. When it comes to the red box briefly being rendered in front of the blue box, that one is tricky indeed. We solved this by using a separate point in the sprite for the isometric sorting. Offseting it by a value that makes that sprite transition correctly onto the new tile without clipping through other sprites. This is a bit tricky to explain in a comment but I hope that you somewhat understand. I've added a link to a (not so) pretty picture showing how we've numbered our indices. I.imgur.com Feel free to send me a message if you want a more in depth explanation! I have however spent the last week refactoring the rendering code and have greatly optimized it, so this post is not up to date anymore. But the sorting and the indice numbering is still identical.

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