Author Topic: Isometry  (Read 13971 times)

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Offline FinaleTI

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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.


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Offline lookitsan00b

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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.
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Offline Xeda112358

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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!

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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.
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Offline shmibs

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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

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Re: Isometry
« Reply #20 on: January 19, 2011, 10:59:52 pm »
That even leaves a possible optimization :P


Offline Happybobjr

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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

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Offline lookitsan00b

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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.
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Offline DJ Omnimaga

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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

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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

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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.
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Offline lookitsan00b

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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
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still need character and enemy sprites!!! :P

Offline Happybobjr

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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.
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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

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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 »