Steady progress on ActionRPG

I’ve been plugging at it and I’m pretty confident about getting caught up soon. I’ve gotten things cleaned up in my code base better, and XNA has solved a few of my previous issues with MDX for me. One little problem I don’t know how to solve yet:

ActionRPG tile edge problem

ActionRPG tile edge problem

I don’t know how to get rid of the lines between tiles on my map. I know why they’re there, but I don’t have a simple solution to it at the moment. I don’t want to make 2×2 patches for every tile, that’ll quadruple my tilesheet sizes. I’ll be satisfied to turn off the antialiasing for now, but I’m thinking I’ll need to render the tilemap to an offscreen buffer and blit that somehow. Not sure how to do that yet.

Next I’ll be adding in the sword attacking again, but I’ve built a small prototype program in Allegro/C++ that I used to try a sword sweeping motion. I liked it, and I’ll be putting that in directly. Also in the testbed was a missile shooting test that I’m going to need to definitely get input on. I’d like to use it for most of the directed/placed spells as well, and I think it’s an ok method. If you’ve played Children of Mana or Crystal Chronicles, you’ll have an idea of what I want to do.

[update]
Tried a few things including SamplerStates fiddling (thanks Blecki, Jolle, X-0ut, gustav, DrPetter, and anyone else I missed over at #ludumdare). Found the best solution was to render the scene to a 1:1 destination and then stretch the thing out, using a manually created RenderTarget. I like the texture sampling, I just wanted to get rid of my bleeding/seaming issue.

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One Response to “Steady progress on ActionRPG”

  1. Ziggy Says:

    You could try using the clamp sampler state

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