Author Topic: Isometric Engine  (Read 27672 times)

0 Members and 1 Guest are viewing this topic.

Offline simplethinker

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 695
  • Rating: +16/-5
  • snjwffl
    • View Profile
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)
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Isometric Engine
« Reply #61 on: September 04, 2009, 10:41:33 am »
O.O 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 :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Isometric Engine
« Reply #62 on: September 04, 2009, 04:37:23 pm »
Ouch that would prbly be complicated x.x

Offline noahbaby94

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 585
  • Rating: +29/-24
    • View Profile
    • My blog
Re: Isometric Engine
« Reply #63 on: September 04, 2009, 08:15:10 pm »
Wow.
That's what she said!!!

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
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 :)

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
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! :)

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
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.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
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! :)

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
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!

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
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!

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6266
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
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
/e

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
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

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
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.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Isometric Engine
« Reply #73 on: November 25, 2009, 02:29:49 pm »
Go ahead! Knock yourself out :P

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
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...  :D