After trying many ways to have proper layering, it dawned upon me to use LAYERS. It is a little jumpy, and floationg platforms don't work, but it is a start. Any ideas for fixing it are welcome.
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After trying many ways to have proper layering, it dawned upon me to use LAYERS. It is a little jumpy, and floationg platforms don't work, but it is a start. Any ideas for fixing it are welcome.
Why not make a plain 2D world, where the real movements takes place? Then have an isometric representation of that world, which is what the player see rather than the "true" 2d world.
This would eliminate some bugs, and make programming easier.
What do you mean by that?
This is good.
Not perfect, but an exelent start.
I'm impressed!
Gabriel: It's so much easier to program movements in a world where the angles are 0, 90, 180, 270 degrees, etc. The height of the ground and Z position of an object, is stored in an alterable value.
This is how I'd set it up. The stuff in the isometric representation, would be created automatically from the "true world" by the game engine.
[]http://www.ni2.se/temp/This-is-how-I-would-do-it.png[/]
[]Gabriel: It's so much easier to program movements in a world where the angles are 0, 90, 180, 270 degrees, etc.[/]
Is an angle that's 180 degrees really an angle?
Yeah, you're probably right about that <img src="/center/images/graemlins/smile.gif" alt="" /> But as long as you understand what I mean...
That is really amazing - well done <img src="/center/images/graemlins/smile.gif" alt="" />
I have tweaked the code and it works better. Less jumpy. BTW i was lazy so I used default 8 way movement, but it works.
Thia is the final relese of my iso engine. I t now supports floationg platforms.
That true world - player world concept is ingenious! I'd be interested to see just how far such an engine could get.
Nice engine, Gabriel. Not perfect, but good.
www.kragersoft.net/ssbf/PMGO.zipQuote:
Originally Posted by MODule
That link does not work...