The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: maps


So I’ve been toying around a lot with a lot of Sphere functions that I haven’t really used all that much. Mainly things to do with the map engine. In all honesty I haven’t used the map engine at all really, mainly I’ve been working with pictures and blitting within the engine itself, not touching the tile sets/map making aspect that is needed to make RPG’s and the like. So in that instance, the learning is more of a trial and error approach.

So far, I’ve found that SetRenderScript is a bitch. It’s a bitch if you’ve got an error in it too. It doesn’t reference a line in which the error occurs, so you’ve got to be careful. I’ve had to re-write the game a couple of times thinking it was simply messing up with my way of thinking, only to find out that I had a small reference error.

After getting some bone-head errors and what not out of the way, the opening scene is coming along, still a lot of work to be done, but it’s getting there.

screenshot 2015.04.07 2015.04.07


Quick update before the weekend

I re-worked a lot of the numbering code the last couple of nights because I felt like it wasn’t … for a lack of better terms… being nice. It seemed to default on simply adding more 2’s and 12’s. I revised it once then and first made it so the supply was balanced, then randomized the remaining pieces left over .

It seemed okay, but then I looked a bit deeper and noticed that the actual set gives you a certain amount of each number. So, back to the board. I properly dispersed the numbers again, and now its … pretty, again.

screenshot 2014.11.28

So now, it’s just converting the random hexes to actual hexes. From there the game can resume normally to what I already have. Then all I have to do is handle winning and stats. Boom.

Just a motoring along…

What’s with all these blog posts?

It may actually be because I’ve had some time to work on Traders, and, believe it or not, I’m making some progress. mapMaker is basically complete, there are a couple of known issues with it, but from my stand-point, its not really a glitch/bug, just more of a behavioural issue that some people may get annoyed with it. I don’t necessarily find it annoying because to re-create it, you have to have a heavy mouse finger. Even as that is, it doesn’t crash or modify anything, it would be just something you’d live with until I felt the need to correct it. Of course there are a few things that could be more aesthetically appealing, but for now, functionality is the main concern.

screenshot 2014.11.18 corner updater: disable/enable.

Right now, whenever you place a valid hex (being anything other than a water/port tile) the corners surrounding that hex become live (available) to the players. Everything is defaulted to be disabled. All this information is saved within the contents of a “map save”.

I’m going to create a couple more default maps that can be used in game-play, then I’m going to work on loading that information into the actual game itself. It should be painless and hopefully have everything working by the end of the week.


I should totally be sleeping.

I should be in bed. I’m tired and I still have school tomorrow. I’m not concerned about being tired for the day, I’m more concerned about sleeping in. It appears the apprenticeship program has very little tolerance for attendance, but really, I can’t blame them. The course is a staggering quick 8 weeks of time. Goes by in a jiffy, even faster if you’re unaware what is going on.

So yeah…. I’ve been hard at work remodelling the mapMaker portion of Traders. It likely won’t get a release with the client/server relationship package, but it may very well sneak in. I just won’t have any guides for it. I’ve updated it for the new layout and tiles and fixed some errors that previously existed. It isn’t finished quite yet, I’m hoping early next week I’ll conquer the the custom ports portion of it, then all I have to do is make some maps with it.

screenshot 2014.11.14 recognize this map 🙂

The second hurdle of the entire thing is inserting this into the frame of the server/client. I don’t particularly foresee any issues immediately based on how I’ve built them, but I’m sure there will be hiccups.

After these two steps, we’ll be well on our way to release. It’s only the matter of more testing and checking. All is soon well.

I’m going to bed.