Question about Diablo (tile space and sprites)
Does Diablo (in Diablo) occupy more than one tile space? His body is very large and yet he seems to occupy only one tile.
I''d like to know why this is possible. Does it perfectly make sense for a sprite to occupy more than 1 tile space, and still technically occupy only one tile space?
How big can a sprite be while it still only occupies one tile space?
Thanks in advance for your help.
The interesting thing about Diablo is that the floor tiles don''t actually have much relationship at all to the movement tiles.
Interesting sidenote aside...
For the majority of 2d iso games, there is no "real" relationship between the sprite and the space it occupies, other than as an origin for drawing the sprite. So, a game designer may choose to allow a sprite to "block" several tiles, or he may choose not to, it''s up to the designer. For the majority of 2d iso games, the collision detection is not determined by the sprites involved, it''s determined by whether or not a given tile is "marked" as "occupied", whether it be "occupied" by an immobile object (wall, etc) or a mobile object (Diablo, your character, those stupid little rat-beasts). This allows things like flying creatures to appear to be hovering over a tile, because the tile they appear to be covering is several tiles up from the "origin" tile that they are assigned to be currently marking as "occupied".
Apparently, from your comment, the designers thought it sufficient to allow Diablo, though a pretty big sprite, to only "occupy" one space. Does it make sense? To them I suppose it must have, or they would have blocked out more tiles as "occupied". *shrug* How many tiles can a sprite cover? As many as the artists and designers want them to usually, and I''ve never seen a 2d iso game where sprite-based collision detection is used.
-fel
Interesting sidenote aside...
For the majority of 2d iso games, there is no "real" relationship between the sprite and the space it occupies, other than as an origin for drawing the sprite. So, a game designer may choose to allow a sprite to "block" several tiles, or he may choose not to, it''s up to the designer. For the majority of 2d iso games, the collision detection is not determined by the sprites involved, it''s determined by whether or not a given tile is "marked" as "occupied", whether it be "occupied" by an immobile object (wall, etc) or a mobile object (Diablo, your character, those stupid little rat-beasts). This allows things like flying creatures to appear to be hovering over a tile, because the tile they appear to be covering is several tiles up from the "origin" tile that they are assigned to be currently marking as "occupied".
Apparently, from your comment, the designers thought it sufficient to allow Diablo, though a pretty big sprite, to only "occupy" one space. Does it make sense? To them I suppose it must have, or they would have blocked out more tiles as "occupied". *shrug* How many tiles can a sprite cover? As many as the artists and designers want them to usually, and I''ve never seen a 2d iso game where sprite-based collision detection is used.
-fel
~ The opinions stated by this individual are the opinions of this individual and not the opinions of her company, any organization she might be part of, her parrot, or anyone else. ~
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