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Isometric Engine
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Topic: Isometric Engine (Read 27974 times)
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simplethinker
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snjwffl
Re: Isometric Engine
«
Reply #60 on:
September 04, 2009, 10:31:56 am »
Do you know yet how you'll handle raised terrain/hills? (Like
this
)
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Builderboy
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Would you kindly?
Re: Isometric Engine
«
Reply #61 on:
September 04, 2009, 10:41:33 am »
I don't think my engine is advanced enough to simulate raised terrain without a serious rewrite, and some serious slowdowns. I think the only raised terrain that will be supported is the different height of blocks. But once i release the source (one i clean it up a bit) you can feel free to add the feature yourself
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DJ Omnimaga
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Re: Isometric Engine
«
Reply #62 on:
September 04, 2009, 04:37:23 pm »
Ouch that would prbly be complicated
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noahbaby94
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Re: Isometric Engine
«
Reply #63 on:
September 04, 2009, 08:15:10 pm »
Wow.
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That's what she said!!!
Geekboy1011
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Re: Isometric Engine
«
Reply #64 on:
September 05, 2009, 10:35:11 am »
cool i hope it can support that type of terrain
this is amzing so far
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Builderboy
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Would you kindly?
Re: Isometric Engine
«
Reply #65 on:
September 05, 2009, 11:22:52 am »
Well, I don't know about raised terrain, but it does have full support for different height-ed tiles! Raised terrain would force the tilemapper to go sprite by sprite, since all the sprites in a row would not necessarily be on the same level anymore. This would mean instead of 2 tilemappers per row, it would be 24 sprites to display with the slowdown of BASIC now handling the loops and such. That would translate from 40 Tilemaps to 480 sprite displays. It would be unimaginaly slow
. It is possible, though, that there is a way to do this that I haven't thought of. I really don't code with libs that often. But I will be releasing the source, so feel free to add that functionality if you want!
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ztrumpet
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Re: Isometric Engine
«
Reply #66 on:
November 25, 2009, 10:10:36 am »
*ztrumpet necros...*
So... I found this and am wondering if you will release it.
I had an idea on how to move behind tiles:
This involes three pics to one tile: 1. Main tile 2. Mask 3. Anti-Mask (All pxls changed from black to white and vics versa)
Draw the tiles in the way that you've done it. Then when you move in behind a tile 1:draw the anti-mask 2:draw your character 3:xor the anti-mask off 4:draw the tile in front of you. This might let you draw characters behind tiles.
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Builderboy
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Would you kindly?
Re: Isometric Engine
«
Reply #67 on:
November 25, 2009, 12:26:11 pm »
Hmmm, I'm not sure what it is your trying to fix? The screenshot on page 4 shows that the cursor (easily replaceable with a character) is correctly occluded by tiles in front of it. It basically 'goes behind' the correct tiles.
As for a release, Perhaps i will spend this morning getting together all my files and releasing a beta version so all can see!
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ztrumpet
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Re: Isometric Engine
«
Reply #68 on:
November 25, 2009, 12:38:10 pm »
Oh, I didn't realize it worked so well. Great job on this!
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Builderboy
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Would you kindly?
Re: Isometric Engine
«
Reply #69 on:
November 25, 2009, 12:46:52 pm »
Thanks! ^^ I hope some good games come out of it once i release the code (any minute now...). There are so many possibilities!
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Eeems
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Re: Isometric Engine
«
Reply #70 on:
November 25, 2009, 12:55:11 pm »
I can hardly wait to test this, even if it's only on an emulator
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/e
Builderboy
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Would you kindly?
Re: Isometric Engine
«
Reply #71 on:
November 25, 2009, 01:20:17 pm »
Alright here it is!
Just tell me if anything goes wrong, it sure has been a while. And the documentation might be a bit strange
Oh, and PS: 16x16 is ftw
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ztrumpet
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Re: Isometric Engine
«
Reply #72 on:
November 25, 2009, 02:00:44 pm »
This is awesome! The only thing I would add is making sure you don't go off the screen in prgmAB, so it has an Err:Invalid Dim.
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Builderboy
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Re: Isometric Engine
«
Reply #73 on:
November 25, 2009, 02:29:49 pm »
Go ahead! Knock yourself out
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ztrumpet
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Re: Isometric Engine
«
Reply #74 on:
November 25, 2009, 04:20:41 pm »
*ztrumpet knocks himself out with a chair*
Yes, DJ. I meant the reference...
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Isometric Engine