Author Topic: Isometry  (Read 13982 times)

0 Members and 1 Guest are viewing this topic.

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: Isometry
« Reply #15 on: January 19, 2011, 06:52:55 pm »
For drawing vertical lines, you could use Line() or Rect() with a width of 1.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Isometry
« Reply #16 on: January 19, 2011, 07:18:19 pm »
Oh my g. That is really looking cool! Um, I am not familiar with axe, but I know how to do it in regular assembly (making vertical lines). But yeah, are you familiar with making tilemap data? Each byte can be a tile. Like, if the byte is 00, draw nothing, if it is 01, draw just the tile, if it is 02, draw a tree, if it is 03, draw a tile and a tree. Pretty much, if the number is odd, draw a tile and a pic, if it is even, draw a pic. I might be able to make some random opcodes...
Yep, I'm familiar with tilemap data... but this is awkward.  I need an X, Y, and Z coordinate for each tile, as well as tile type.
For drawing vertical lines, you could use Line() or Rect() with a width of 1.
Oh wow.. thanks I totally forgot Rect(). That totally solves all of my problems!!!  :hyper: ;D :D :o :hyper: :w00t:

and yeah, I tried the line function... it kept randomly giving negative numbers, and was way too slow.
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline Xeda112358

  • they/them
  • Moderator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: Isometry
« Reply #17 on: January 19, 2011, 07:21:33 pm »
Ah, so you plan to have a lot of "levels" available? That is really cool!

Offline Binder News

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 785
  • Rating: +46/-3
  • Zombie of Tomorrow
    • View Profile
Re: Isometry
« Reply #18 on: January 19, 2011, 07:50:51 pm »
You only need to map the top part of each column, right? So you could arrange everything by X and Y, then before drawing the object, draw the vertical connector lines. This way, they would be erased by the tile when it's drawn. I'll make a mock up later after I finish my HW.
Spoiler For userbars:







Hacker-in-training!   Z80 Assembly Programmer     Axe Programmer
C++ H4X0R             Java Coder                           I <3 Python!

Perdidisti ludum     Cerebrum non habes

"We are humans first, no matter what."
"Fame is a vapor, popularity an accident, and riches take wings. Only one thing endures, and that is character."
Spoiler For Test Results:





Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: Isometry
« Reply #19 on: January 19, 2011, 08:11:13 pm »
/\yes, draw the tiles that are furthest away and move towards the viewer. this looks pretty kewl!

oh, and hi again, xeda!

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: Isometry
« Reply #20 on: January 19, 2011, 10:59:52 pm »
That even leaves a possible optimization :P


Offline Happybobjr

  • James Oldiges
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2325
  • Rating: +128/-20
  • Howdy :)
    • View Profile
Re: Isometry
« Reply #21 on: January 19, 2011, 11:06:14 pm »
I'm still waiting for somebody to tell me where I pulled that map from :P

Final Fantasy Tactics Advance


Looks great.  (hint hint ^)
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Isometry
« Reply #22 on: January 20, 2011, 09:41:34 am »
Yay! It's recognizable!  Now even more so ;D

Got vertical lines working :) (came out to 4 Rect(/RectI( commands per tile, virtually bug-free, see screenie for only known bug)

Now what should water look like?  Transparent or just a couple waves?  Should it look different on the sides?

I had a little trouble with the new tiles.  Turns out Pt-Mask( and FlipH( don't like each other.  The back layer gets flipped, but the front doesn't.  Spits out garbage instead of a pretty tile... So I had to include images for the flipped tiles instead.
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

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: Isometry
« Reply #23 on: January 20, 2011, 09:45:47 am »
Darn that looks so impressive! Great job! I always wanted to see an isometric game. I hope someone makes one for calcs. Would it be possible to not lose speed if you add blocks at the bottom so it won't look like floating blocks, though? Because if yes, then someone could maybe redo Kirby's Dream Course (Kirby Bowl) for calcs. :D

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Isometry
« Reply #24 on: January 20, 2011, 09:57:52 am »
Darn that looks so impressive! Great job! I always wanted to see an isometric game. I hope someone makes one for calcs. Would it be possible to not lose speed if you add blocks at the bottom so it won't look like floating blocks, though? Because if yes, then someone could maybe redo Kirby's Dream Course (Kirby Bowl) for calcs. :D
Well, I do have it displaying the blocks at the bottom at a better speed than before... probably not good enough for like a racing game, but perfect for an rpg, methinks. ;)  Of course, I'll still try and make it faster.
« Last Edit: January 20, 2011, 09:58:10 am by lookitsan00b »
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline Happybobjr

  • James Oldiges
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2325
  • Rating: +128/-20
  • Howdy :)
    • View Profile
Re: Isometry
« Reply #25 on: January 20, 2011, 10:38:02 am »
Yay! It's recognizable!  Now even more so ;D

Got vertical lines working :) (came out to 4 Rect(/RectI( commands per tile, virtually bug-free, see screenie for only known bug)

Now what should water look like?  Transparent or just a couple waves?  Should it look different on the sides?

I had a little trouble with the new tiles.  Turns out Pt-Mask( and FlipH( don't like each other.  The back layer gets flipped, but the front doesn't.  Spits out garbage instead of a pretty tile... So I had to include images for the flipped tiles instead.
So was I right.  Is it from Final Fantasy Tactics Advance?


Is this just an engine or everyone to use?  Or are you planning to make a game with it first.
(Hint^ :P)
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline lookitsan00b

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 173
  • Rating: +37/-3
    • View Profile
Re: Isometry
« Reply #26 on: January 20, 2011, 11:34:58 am »
So was I right.  Is it from Final Fantasy Tactics Advance?
Yep :P

Is this just an engine or everyone to use?  Or are you planning to make a game with it first.
(Hint^ :P)
Yes, and yes. ;) I don't mind whatsoever if anybody wants to use this (or just parts), but the sprites are currently being oriented towards a Tactics game I fully intend to make.
My TI-94+SE is broken.  I used some flawed existential conditioning on it, and it crashed. :(

Activity level:
{====______}

Spoiler For Securite:
{=========_}

A couple security flaws
Need a good backdoor short of reinstalling the OS
Completely immobilized and invalidated by Zstart. And rendered incompatible.
Spoiler For FFTATIA:
{====______}

framework: mostly done
graphics engine: undergoing complete rewrite
still need character and enemy sprites!!! :P

Offline Happybobjr

  • James Oldiges
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2325
  • Rating: +128/-20
  • Howdy :)
    • View Profile
Re: Isometry
« Reply #27 on: January 20, 2011, 12:38:19 pm »
SWEET!!!
IT WAS THE BEST GAME EVER!
If there is anything i can do to help, don't hesitate to ask.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Ashbad

  • Guest
Re: Isometry
« Reply #28 on: January 20, 2011, 02:00:15 pm »
Normally I avoid saying this unless I absolutely think something is awesome, but:

holyfuckingshitholyfuckingshitholyfuckingshit sw33t ;D

Offline willrandship

  • Omnimagus of the Multi-Base.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2953
  • Rating: +98/-13
  • Insert sugar to begin programming subroutine.
    • View Profile
Re: Isometry
« Reply #29 on: January 20, 2011, 05:34:11 pm »
Well, for DJ's idea you don't need any more blocks, just make it so the lines always go to the bottom of the screen.

Simply amazing though!
« Last Edit: January 20, 2011, 05:34:22 pm by willrandship »