Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: squidgetx on May 22, 2011, 04:17:14 pm
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So this is my contest entry, maybe. It depends on how much more I can optimize it...The screenshot is at 6mhz, but you can see its pretty slow atm.
Isometric 3d ftw. Gravity/jumping/collision detection all kind of work so far. atm I'm not really sure what the actual point of the game will be..have to think about that one..But for now, enjoy a screenie.
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Nice! I thought about doing something isometric, but I couldn't figure out how to fit the puzzle aspect into it either. Good luck!
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Cool. Is it that shaky on a real calc?
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Nice! I thought about doing something isometric, but I couldn't figure out how to fit the puzzle aspect into it either. Good luck!
It doesn't have to be a puzzle =P
Also squiget, the isometric looks nice, good luck =D
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Hmm... interesting. That's all I'll say. ;)
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Awesome job!
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wow... Originality: >9000!/10
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Very nice! Looks great, although a little slow.
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Wow i am really impressed! Really sweet engine! :).
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looks great. I'm sure with this if you speed it up a little you will score pretty well
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Wow, nice!! 3D!! Isn't the speed an emulator issue? DionJump is faster on-calc than on-emu... (my very little experience)
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Why does the character seem to fall through the floors at times? o_O
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It doesnt, that is caused by the isometric.
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Isometric has been introduced to calc! You know what this means: FFTactics port for calculator!
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lol it has already ported to 86
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Do you redraw the entire screen each frame? How do you do the masking for each object? Do you draw the objects at the same time you draw the tiles?
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The screen gets redrawn every frame which makes it as slow as it is, unfortunately. The objects that you see are actually tiles that are 1 level higher than the floor. The masking is pretty simple, transparent all around except the actual block. Except the transparent blocks that I made that are, well, transparent haha. The tiles are drawn from the top left corner to the bottom right corner, starting at the lowest depth level and progressing to the highest.
I believe lookitsan00b already made an isometric engine with Axe, actually, although I can't find it atm...
No, you are right, he is falling through the floor. I have to fix that.
This runs decently at 15mhz, but I can't really figure out what I want to do with it. It's too slow to handle any kind of enemies or anything, as well as any extra physics to play with. I might actually move on to another, more traditional 2d entry if I can't speed it up/think of something...
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Would it be possible to use screen shifting to draw the map faster, and then instead of applying every mask from the world onto the object, you could copy the object sprite onto a separate buffer, mask it with the appropriate 3 masks or whatever, and then display it onto the screen or something?
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How about keeping the screen in the back buffer and moving it around as needed, then RecallPicing it to the front buffer and putting all the other stuff on it? That's what I do.
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Could you only redraw the changing parts to the screen to make it faster?
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The genesis had a crapload of isometric platformers if you want ideas.
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The isometric looks nice. I hope you can find a good idea for the gameplay. :)
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It's too bad this died. It would have been nice if a faster way was figured out D:. It looked epic! O.O
EDIT: Someone should make a SUper Mario RPG clone with this. Maybe get rid of transparency and make sure the char can't go behind stuff, like stuffing the back of houses with bushes or something :P
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wait, this is dead?