• Moose
  • Announcements

    • Dirktator

      Feeling the pinch! Simtropolis needs your support, please help!   11/12/2016

      Hi Community We're here again to ask you for your support to help us keep the site and the STEX up and running. Simtropolis runs solely on the support of members like you through donations to help us offset the operational costs of running the site. As you know, we've always relied on community donations to help keep the website running. And while all our admins and moderators volunteer their time to managing the site and community, we do have modest expenses that we need to cover each month which includes our server hosting fees, software and support licenses, etc. So lately, we've experienced a slump with donations and we're beginning to feel the pinch! We would really appreciate your support by way of a donation of any amount in order to keep the site up and running. Of course, as always, we'll send you a gift with a minimum donation as a Thank You. If you have any questions please don't hesitate to PM me!  Sincerely; Dirktator & The Admins PS. Thank you to those who have stepped up and donated -- we really appreciate it!
Convergence

avalon
Project Avalon: A Grid-based Citybuilder (now with a name)

212 posts in this topic

Just out of curiousity, how big are the maps?

Share this post


Link to post
Share on other sites

So far, I like what I see here! Good that you went for the 2.5D approach, since this offers you a lot of comfort when it comes to setting up the render engine of this game. Furthermore, your graphics do have some sort of special feeling to it, I like that...

5 people like this

Share this post


Link to post
Share on other sites

Just out of curiousity, how big are the maps?

 

As of now, they are unlimited size. 

 

So far, I like what I see here! Good that you went for the 2.5D approach, since this offers you a lot of comfort when it comes to setting up the render engine of this game. Furthermore, your graphics do have some sort of special feeling to it, I like that...

 

Thank you :)

Share this post


Link to post
Share on other sites

I like the look of it and I've never been too keen on 3D and if you are a "city builder" its more about being able to build a functioning city than anything else

 

-catty

1 person likes this

Share this post


Link to post
Share on other sites

That looks really nice! Since I too do know a lot about HTML, CSS and Javascript (as well as PHP actually) and have quite some experience with it, I have to ask: which JavaScript libraries do you use? Or is it all just plain JavaScript? I also really would love to dig into the code to see for myself how it all works, but I assume there is no way to see it yet?

1 person likes this

Share this post


Link to post
Share on other sites

not bad not bad at all.

you got yourself about 99% farther than most of these projects.

I really hope you stay at it!

4 people like this

Share this post


Link to post
Share on other sites

I like the look of it and I've never been too keen on 3D and if you are a "city builder" its more about being able to build a functioning city than anything else

 

-catty

Thank you for the input :)

 

 

That looks really nice! Since I too do know a lot about HTML, CSS and Javascript (as well as PHP actually) and have quite some experience with it, I have to ask: which JavaScript libraries do you use? Or is it all just plain JavaScript? I also really would love to dig into the code to see for myself how it all works, but I assume there is no way to see it yet?

Thank you :) In the beginning I used Jquery extensively for DOM manipulation and events, but because of its selector performance I decided to switch to straight javascript mostly, which is much faster for heavy DOM editting like this.  Hmm I do prefer to beef up the simulator a bit first :)

 

not bad not bad at all.

you got yourself about 99% farther than most of these projects.

I really hope you stay at it!

Thank you, me too!

Share this post


Link to post
Share on other sites

 

That looks really nice! Since I too do know a lot about HTML, CSS and Javascript (as well as PHP actually) and have quite some experience with it, I have to ask: which JavaScript libraries do you use? Or is it all just plain JavaScript? I also really would love to dig into the code to see for myself how it all works, but I assume there is no way to see it yet?

Thank you :) In the beginning I used Jquery extensively for DOM manipulation and events, but because of its selector performance I decided to switch to straight javascript mostly, which is much faster for heavy DOM editting like this.  Hmm I do prefer to beef up the simulator a bit first :)

 

Oh, it looked to me like you were using the HTML5 <canvas> tag.  :)

I understand that you prefer to beef up the simulator a bit first, I was just so excited about somehting like this being possible in HTML5! I regularly think about making an app that enables me to make region-wide SC4 mosaics in google maps style (being able to drag around a whole region) however I never got to this because of time lack...

If I may make a suggestion though, if you ever plan to relaese this as desktop app, take a look at https://github.com/rogerwang/node-webkit. It's a bundle of webkit and node.js which allows you to run web apps as desktop apps. I use it everytime I make a desktop app. It also has the benefits that I don't have to worry about browser compatibility anymore, since the browser is included.  :)

Share this post


Link to post
Share on other sites

Wow! This is incredible! I really hope you keep working on it. As for the 2.5D approach, I don't mind it and in some places I find it better than 3D but then 3D is better than 2.5D in other places but 2.5D is still excellent - especially for simulators.

Share this post


Link to post
Share on other sites

I'm honestly very surprised at how much detail you've put together with just Javascript, HTML, and CSS. Have you considered any server side processing with PHP by any chance? 

 

Either way, very nice work! I'll definitely be following and keeping up with this. :D

1 person likes this

Share this post


Link to post
Share on other sites

I like it, this is already better than SimCity 2013 :)

Hehe, I'm sure SImcity 2013 is way more powerful than this ;)

 

 

 

That looks really nice! Since I too do know a lot about HTML, CSS and Javascript (as well as PHP actually) and have quite some experience with it, I have to ask: which JavaScript libraries do you use? Or is it all just plain JavaScript? I also really would love to dig into the code to see for myself how it all works, but I assume there is no way to see it yet?

Thank you :) In the beginning I used Jquery extensively for DOM manipulation and events, but because of its selector performance I decided to switch to straight javascript mostly, which is much faster for heavy DOM editting like this.  Hmm I do prefer to beef up the simulator a bit first :)

 

Oh, it looked to me like you were using the HTML5 <canvas> tag.  :)

I understand that you prefer to beef up the simulator a bit first, I was just so excited about somehting like this being possible in HTML5! I regularly think about making an app that enables me to make region-wide SC4 mosaics in google maps style (being able to drag around a whole region) however I never got to this because of time lack...

If I may make a suggestion though, if you ever plan to relaese this as desktop app, take a look at https://github.com/rogerwang/node-webkit. It's a bundle of webkit and node.js which allows you to run web apps as desktop apps. I use it everytime I make a desktop app. It also has the benefits that I don't have to worry about browser compatibility anymore, since the browser is included.  :)

 

Ah I see. :) I don't  believe I'm using any HTML5 features sofar, but perhaps it will be handy to do things like displaying traffic :) And thank you for the suggestion, that will definitely be handy.

 

 

Wow! This is incredible! I really hope you keep working on it. As for the 2.5D approach, I don't mind it and in some places I find it better than 3D but then 3D is better than 2.5D in other places but 2.5D is still excellent - especially for simulators.

Thank you :) 

 

I'm honestly very surprised at how much detail you've put together with just Javascript, HTML, and CSS. Have you considered any server side processing with PHP by any chance? 

 

Either way, very nice work! I'll definitely be following and keeping up with this. :D

Thank you :) City mutations are sent to php using ajax which stores it in mysql. 

Share this post


Link to post
Share on other sites

looks awesome, i really wish u good luck with it and hope see final product one day

Share this post


Link to post
Share on other sites

Certainly looks better than my project. I am also going the 2.5D route, so the graphics will likely be similar in style to yours, and also I am using a grid based system I gave up on curvy roads.

Share this post


Link to post
Share on other sites
 

I've been working on some industrial art last few days.

 

qMflDkH.jpg

 

looks awesome, i really wish u good luck with it and hope see final product one day

thanks

 

Certainly looks better than my project. I am also going the 2.5D route, so the graphics will likely be similar in style to yours, and also I am using a grid based system I gave up on curvy roads.

Do you have any screenshots of your project?

2 people like this

Share this post


Link to post
Share on other sites

That's just delightful.  The fact that it runs in a web browser is probably one of the best things about it.  I think everyone before me has paid the appropriate set of compliments.  Keep up the good work.

Share this post


Link to post
Share on other sites

1456776_538173102941242_2130592387_n.jpg

Obviously my game is rather early in development. I made all these sprites myself, but hopefully proper sprites will arise sometime. I like your grid array being composed of smaller tiles. I went for that and for multi-tiled structures, but as can be seen the high school sprite was clipped. I think my depth =-y code isn't working there for some reason, possibly the fact the game is computed topdown but shown in dimetric mode here

Share this post


Link to post
Share on other sites

That's just delightful.  The fact that it runs in a web browser is probably one of the best things about it.  I think everyone before me has paid the appropriate set of compliments.  Keep up the good work.

Thanks :) Yes it should be very easy to just copy links to any location within your city and share them anywhere. Also everyone else can load your city and pan through it without installing anything. 

 

 

Obviously my game is rather early in development. I made all these sprites myself, but hopefully proper sprites will arise sometime. I like your grid array being composed of smaller tiles. I went for that and for multi-tiled structures, but as can be seen the high school sprite was clipped. I think my depth =-y code isn't working there for some reason, possibly the fact the game is computed topdown but shown in dimetric mode here

Thanks for sharing :) Hmm, I don't see any clipped building in that image. What are you using to make those sprites?

Share this post


Link to post
Share on other sites

I hope to see a lot more of this, it looks great and I think there is so much you can do with it.
Is there any water included yet or terrain features?

Share this post


Link to post
Share on other sites

Looks fantastic. This is something I will be keeping my eye on.

thanks

 

I hope to see a lot more of this, it looks great and I think there is so much you can do with it.

Is there any water included yet or terrain features?

I tried a water texture, but wasn't satisfied with how it looked yet (too cartoony: http://i.imgur.com/qo6kqE0.jpg). But its definitely something that will be implemented, as most real-life cities are built near water. 

 

As far as other terrain features I'm still thinking about how to do it.

Share this post


Link to post
Share on other sites

For the water texture, try to make it more dark and desaturated. De-saturation usually works for making things look more realistic.

Share this post


Link to post
Share on other sites

That's nice! SimCity 4 still outpowers this, but this is 100000000000000000x better than SimCity (2013)!

(P.S. Are the highways modular, just like SC4's RealHighway Mod? :whatevs:)

Share this post


Link to post
Share on other sites

For the water texture, try to make it more dark and desaturated. De-saturation usually works for making things look more realistic.

Yes you're right :) I was trying for a tropical look here (to match the palm trees), where the color of the water really is like this. 

 

That's nice! SimCity 4 still outpowers this, but this is 100000000000000000x better than SimCity (2013)!

(P.S. Are the highways modular, just like SC4's RealHighway Mod? :whatevs:)

Hmm, I don't have any experience with Simcity4's mods, so I'm not sure how modular those are. Are like manually draggable flyovers to create your own custom interchanges?

 

For now I just have ploppable interchanges and ramps, like so:

 

OAnH8LP.png

(don't mind the incorrect lane textures).

 

I'm planning to do various types of interchanges so there will be at least soms options like diamond interchange (shown here), cloverleaf interchange, half clover, and also various ramps i don't know the names of.

7 people like this

Share this post


Link to post
Share on other sites

 

 

...

Thanks for sharing :) Hmm, I don't see any clipped building in that image. What are you using to make those sprites?

 

Game Maker's sprite editor. If you look hard enough the high school is clipped by the road tile west of it.

Share this post


Link to post
Share on other sites

This look really good:golly: 

 

Can you give us some information on the 3D apps you used?

Share this post


Link to post
Share on other sites

I am glad that you have progressed so far. Keep up the great work! Although I won't play your game (too busy with other stuff), I want you to know that there is support for the idea.

--Ocram

Share this post


Link to post
Share on other sites

 

 

 

...

Thanks for sharing :) Hmm, I don't see any clipped building in that image. What are you using to make those sprites?

 

Game Maker's sprite editor. If you look hard enough the high school is clipped by the road tile west of it.

 

Oh right, hehe. Yeah I have some difficulty sometimes too with layering. Next I'll need to add a separate traffic layer for all roads, but then the light poles closer need to be in front and the light poles opposite need to be behind the cars. So I'm afraid I will be looking at 3 layers for a single road tile.

 

This look really good.  :golly:

 

Can you give us some information on the 3D apps you used?

Thanks :) I am using 3D Studio Max. The trees are a plugin, and the vehicles are downloaded. 

 

I am glad that you have progressed so far. Keep up the great work! Although I won't play your game (too busy with other stuff), I want you to know that there is support for the idea.

--Ocram

Thank you :)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now


  •  
  • Similar Content

    • By Yayie
      What is Project Akar?
      Akar means "root"
       
      Akar is a mod that changes the UI (User interface) by adding new menu's as well as sub-menus. It provides a user friendly as well as keep everything organized, eliminate the cluttered and unorganized items. Current version works only in Offline mode.
       
       


      Image one : New Menus (Subject may change in future release)
       
      Currently, Akar has 5 new menus and 36 new Sub-menus. This addition will allow modders to add their mods in its respective directory without flooding a singular menu, as for users are now pleased with the organized items rather than scouring through massive singular menu.
       
       

      Image two : New Sub Menus
       
      All RCI plop (Project Avalon) mod Solution.
       
       

      Credit to SethySquirrel for his image to be use in RCI plop
       
       

      New Custom Content Menu : This is where it is advisable for Modders to add new items that is not categorized in any of the in-game's directory into SimCity. Modders also able to add their own SubMenu, example such as "John Doe's Mod" or "The Simpson's Mod" or even "Gotham City Mod" etc
       
       
       
       
      All RCI plop wasn't crossed my mind when constructing this mod, it was intended to get Orion's regional roads, regional UDoN, UDoN, Service Roads as well as normal roads a bit organized. That is where the idea comes in, to make Akar as all around must have mod. Its not just for adding All RCI, it's also an influence for the modding community  to continue create custom content and Akar has provided its place.
       
      For now, I didn't add All RCI properties in its respective directories mainly because still waiting for an advise from the original author. Will give an update on that soon.
       
      4/7/2014 via email:  All RCI plop has given a go ahead by NiclistinRedd .
       
       
       
       
       
      BoC intergration with Akar.
       
      Akar and BoC mod by Procskalone are totally two different interface. Therefore, you may choose only one. It is possible to add BoC in Akar, as above, will give an update on that soon.
       
       

       
       
      For Modders.
       
      How to add contents in Akar?
       
      Once you have your package ready, and wish to be added in one of Akar's menus/sub-menus. Go to your Menu2 property File and change the uiToolCategory's instanceID and replace them with any Akar's instanceID menus where you feel its a right place for your content.
       

       

       
      Method 2 :
      Right click uiToolCategory "Add Array Item..." for extra instanceID link  
      List of Submenus IDs : For reference (High Res)
       
      0xb514777a - Vanilla Streets
      0xb514777b - Regional Streets
      0xb514777c - UDoN
      0xb514777d - Regional UDoN
      0xb514777e - Custom Roads
      0xb514777f - Waterways

      0xb514778a - RW1D1
      0xb514778b - RW1D2
      0xb514778c - RW1D3
      0xb514778d - RW2D1*
      0xb514778e - RW2D2*
      0xb514778f - RW2D3*

      0xb514779a - CW1D1
      0xb514779b - CW1D2
      0xb514779c - CW1D3
      0xb514779d - CW2D1*
      0xb514779e - CW2D2*
      0xb514779f - CW2D3*

      0xb514780a - IW1D1
      0xb514780b - IW1D2
      0xb514780c - IW1D3
      0xb514780d - IW2D1*
      0xb514780e - IW2D2*
      0xb514780f - IW2D3*

      0xb514781a - CHW1D1
      0xb514781b - CHW1D2
      0xb514781c - CHW1D3
      0xb514781d - CHW2D1*
      0xb514781e - CHW2D2*
      0xb514781f - CHW2D3*

      0xb514782a - M.Landmarks
      0xb514782b - H.Landmarks
      0xb514782c - N.Landmarks
      0xb514782d - C.Resorts
      0xb514782e - C.RCI
      0xb514782f - Misc

      0xb514783a - Subway
      0xb514783b - Decorations

      0xb514783c - RW3D1*
      0xb514783d - RW3D2*
      0xb514783e - RW3D3*

      0xb514783f - CW3D1*

      0xb514784a - CW3D2*
      0xb514784b - CW3D3*
      0xb514784c - IT3D1*
      0xb514784d - IT3D2*
      0xb514784e - IT3D3*
      0xb514784f - CHW3D1*

      0xb514785a - CHW3D2*
      0xb514785b - CHW3D3*

      0xb514785c - Plop Anywhere
       
      - It is advisable not to add anything more into Avalon's Submenu's.
      * - Not included in LowRes version.
       
       

       
      Trivia :
       

    • By Convergence
      As a bit of an airport aficionado myself, the modular airport will probably be one of the first advanced modular structures that will be finished (the other ones in the making are Shopping Mall and Theme Park). Showing here some stills of the progressive construction of an airport:
       

      Starting with dragging the airport terminal. Since if it freeform it can by any shape and size (that fits in the grid). Later I hope to add a feature where you can see the inside of the airport 'under the roof', and be able to put down individual shops, restaurants, escalators, travellators, etc.
       

      Next dragging some concourses...
       

      ...and attaching gates to them...
       

      ...paving the apron and connecting taxiways, as well as putting down the control tower...
       

      ... extending the taxiways...
       

      ...towards the runway. Unlike other city builders i hope to be able to make airports including runways true to size, so eventually this one should reach several kilometers in length. 
       

      If your city is really big already, you can simply extend the airport by adding another terminal, like a begin has been made here.
       
       
    • By Convergence
      My first attempt at a alpha gameplay video for Avalon, complete without narration or sound
       
       

      Building a simple town along an avenue. 
    • By Convergence
      As Dirktator was so gracious to give Avalon its own subforum, better make use of it.
       
      I will post screenshots here of artwork or features that simtropolis/reddit members contributed to Avalon.
       
      First and as a test, one of his perhaps more in the future. And here is what it looks like ingame in Avalon:
       

  • Recently Browsing   0 members

    No registered users viewing this page.