And yes, there are some empty spaces but that's because I'm a lazy map maker . Besides, I don't recall simcity having alphablending and particle systems - And if you think that's irrelevant, we just plain disagree...
/Niels
And yes, there are some empty spaces but that's because I'm a lazy map maker . Besides, I don't recall simcity having alphablending and particle systems - And if you think that's irrelevant, we just plain disagree...
/Niels
It goes through what the advantages and disadvantages of each are.
-Geoff
-ddn
0123
1 2
2 1
3210
(thats not really square lookign but ohwell)
and display them as a diamond like this:
0
1 1
2 2
3 3
2 2
1 1
0
why would we even bother writing tiles in the shape of diamonds anyways? its just a waste of space.
what i think whats-his-name is askign is if it would be easier to display ground tiles like this:
0123
1 2
2 1
3210
and wall tiles using the isometric format...
and my answer is no it wouldnt be easier cause alighning them would be tough and it would come out looking wrong
let me know if im wrong tho
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Thats right im a gnome
-The^gnome
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Thats right im a gnome
-The^gnome
I still haven't decided which way to go yet. Think I'll have to try them both maybe and compare.
I think you're right, as some other people also mentioned, it's to hard to align walls, and other large continuous graphics that would span across several base tiles if I used square tiles, but if I used isometric tiles it would be easier. I guess I'll just have to use isometric for each level.
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David "Dak Lozar" Loeser
[This message has been edited by Dak Lozar (edited December 24, 1999).]
I don't understand the color keying part, but redundant blitting and wasted space?
An iso engine is exactly the same as a 'normal' tiled one -- if it is setup correctly and you use a bit of common knowledge.
First - design the maps correctly so there is no overdraw (just like a 3d engine). Remember - you're drawing just about the same amount of pixels per screen as a 'normal' engine when done correctly.
Coordinates-wise - there is nothing complicated or advanced math functions or whatever - it's as simple as a 'normal' engine. Please - sit down and figure out the math - grab a piece of graph paper and draw out an iso tile and figure it out.
The one biggest mistake it seems a lot of people are making with iso is the fact that you can still use rectangular maps in memory, iso only comes into play when rendering - that's it! Sure, you also want to know where the mouse is and so on, but not much else.
As for designing and aligning - it's as simple as a rectangular tile. There's no tricks or secrets to it. Just cut out a template or something to use in your drawing program to pull out the tiles you want, or write a quick program that takes a bitmap and creates the tiles for you.
Jim Adams