Author Topic: Isometric  (Read 6716 times)

sam

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Isometric
« on: 2006-04-16, 06:43:42 PM »
Correct me if I'm wrong but, Isometric is like 3d-ish, with diamond tiles?
The screenshot of the SGDK2 Map Editor is using isometric tiles right?
How can I do this with the Pre-Alpha Demo?

bluemonkmn

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Re: Isometric
« Reply #1 on: 2006-04-17, 06:23:06 AM »
Didn't I include the sample project in the download?  I should make a new pre-alpha release (now that sprites are are available in the map editor) and include the test project that I have been working with.  Then you can see exactly how I did the isometric thing.  If I recall, it's a little hacked because half the tiles go unused and I don't know how to make solidity work when every other tile is empty.  I think I will have to do another test project where I split the tile graphics into halves so that every tile is used or something.  But At least you can see the idea if I include the current test project in my next pre-alpha release.

sam

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Re: Isometric
« Reply #2 on: 2006-04-17, 07:15:56 AM »
Alright :)

gwal

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Re: Isometric
« Reply #3 on: 2006-04-17, 04:18:49 PM »
Will SGDK2 have a lot of capabilities for isometric? Because I'm planning on making a sequel to my game* in that graphic style when SGDK2 is complete.

*If it's even finished by then...

bluemonkmn

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Re: Isometric
« Reply #4 on: 2006-04-17, 06:11:06 PM »
I don't have a lot of isometric-specific features planned.  It depends on how far the current design will get you.  One of the biggest hurdles to isometric game development in GameDev 1.x was the fact that you couldn't properly interleave the sprites into the tiles, nor could you properly define solidity at angles that weren't multiples of 45 degrees.  Now that SGDK2 supports that, I think that's a big step in the right direction and I guess my first inclination is just to release with that improvement and see how far that gets us.  I'm not planning to support 3-D maps or anything (I'm not going to intrinsically support staircases to other levels/layers of an isometric map) but I wouldn't be surprised if that turns out to be trivial given the new features that are already available.  So far all I'm planning to support for isometric maps is what I've already done: allow sprites to draw between rows of tiles (based on Y coordinate), and allow tiles from each row to overlap tiles in rows above (allow tile graphics to be bigger than the tile).  Oh, and allow solidity to be defined by arbitrary formulas (I haven't fully implemented solidity reactions yet, but you can define solidity based on arbitrary formulas).

bluemonkmn

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Re: Isometric
« Reply #5 on: 2006-04-19, 05:52:59 AM »
Still ironing out some details before making another pre-alpha release.  There are some issues with the DataSet class in the .NET framework that cause problems when I try to change a sprite definition name and it tries to automatically propogate that change throughout the dataset in the wrong order and trips over itself.  *shakes fist at Microsoft*