Game Remakes for Windows

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Bastich

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Hello all

I am in the process of getting all resources / tools together to make myself a Cannon Fodder Remake. I wanted to post a few quires before putting to much on here in case it breaks any rules.

The code is meant to be free to modify etc

The game code I can quite happily let out into the wild however the underlying graphics engine (although my entire work) can not be let into the wild as it is used as a base for all our work projects. I could release the libs / headers but that's as good as I can do.

Also I have a version of Phoenix I wrote for a previous companies soft terminal (never released and the company (Maygay Machines) does not exist any more, not since Leisure Link did them over). I have removed any terminal links and it now runs as a separate EXE with data files on its own. I am willing to give this away for free as its 12 years old now if anyone is interested. The code for this one I can give away (if wanted) as its runs on an old version of my graphics engine (DX7).

So how should this play out???
 
Here are some of the fixed gfx tiles I have so far.
Currently making a tile based map editor (how retro).
 

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What language is this written in out of curiosity?
 
All code is in c / c++ using DirectX 9 (XP compatible that way). I am using Visual Studio 2010 and my own graphics engine :)
 
All code is in c / c++ using DirectX 9 (XP compatible that way). I am using Visual Studio 2010 and my own graphics engine :)

Nice. Were just getting into Visual Studio in uni but were using C# this year. I plan on learning C++ in my own time somewhere between now and finishing.

Wouldn't mind taking a look at how its built :thumbsup:
 
Once I get going and have at least the tile map editor working. I will release a demo. The core graphics engine has to stay closed thou as its used at work :whistle: (it is all my code however, v4 of my gfx engine). Best I can do is libs and headers. I do have full source for my older DX7 engine if interested. Its the same one that my Phoenix game was written in (pre shaders, but proper 2d acceleration (direct draw) unlike DX9).
 
Grrrr forgot texture address clamping only works on the 0.0 range 1.0 and not an arbitrary position within the texture boundaries :( The effect can be seen on the included screen shot. The top left tile has 2 good edges most have none as the filtering blends to the gap colour between the tiles on the source image. Looks like I am going to have to cut them all out individually :picard
 

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Finally got a tool sorted that loads the original source image, chops it into bits and saves out a jpg for each tile. This certainly beats cutting out 340 tiles per tile set. I was not looking forward to that. It then auto generates one of my 2d texture objects and displays the result (lol I call them bobs in my engine). I've included a sreeen shot of the enlarged and filtered gfx. Considering they are all originally only 16x16 pixel blocks they look rather good. This time unlike before all tiles have solid edges rather than faded to black (actually adjacent pixel) edges. This will mean that setting up a simple tile based map generator easy now :)
 

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Nothing new to report just yet :(
I've been far too busy with work, house extension and perpetration for a new baby :)
On the plus side I have got a basic tile map editor done, just need to add multi layer so the collision data can be linked easily.
Also wrote myself a rather funky sine scroller the other day.
 
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Just seen this and I think you've chosen a terrific game to remake. Good luck with it and I can't wait to give it a try. :thumbsup:
 
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