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Thread: super mario rpg iso engine

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    super mario rpg iso engine

    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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    Re: super mario rpg iso engine

    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.

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    Re: super mario rpg iso engine

    What do you mean by that?

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    Re: super mario rpg iso engine

    This is good.
    Not perfect, but an exelent start.

    I'm impressed!

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    Re: super mario rpg iso engine

    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[/]

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    Re: super mario rpg iso engine

    []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?

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    Re: super mario rpg iso engine

    Yeah, you're probably right about that <img src="/center/images/graemlins/smile.gif" alt="" /> But as long as you understand what I mean...

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    Re: super mario rpg iso engine

    That is really amazing - well done <img src="/center/images/graemlins/smile.gif" alt="" />

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    Re: super mario rpg iso engine

    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.
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    Re: super mario rpg iso engine

    Thia is the final relese of my iso engine. I t now supports floationg platforms.
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