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TileSet internal data

Posted: Mon Jan 26, 2015 8:35 pm
by bioloid
Hello,
how need to be the TileSet tiles data please, I got tiles order correct but I don't know if each individual tile should have origin at top-left or ...
does it requires bitswapping ?
Thanks.

Posted: Mon Jan 26, 2015 10:16 pm
by bioloid
ok, its top-left & classic way.

Posted: Tue Jan 27, 2015 6:06 pm
by bioloid
any guides about handling tiles priorities when using isometric mode ?

Posted: Tue Jan 27, 2015 7:15 pm
by bioloid
Got this:
Image

i highlighted plane which is over. but it means using same palette for both planes which sounds bad...
any idea ?

Posted: Wed Jan 28, 2015 9:26 am
by Stef
Can you use 2 plans just to separate low and high priority ?
For 3D isometric stuff it seems to be the easiest way to handle it.

Posted: Wed Jan 28, 2015 6:27 pm
by bioloid
yes the highlighted is another plane. will try that thanks.

Posted: Sun Feb 01, 2015 8:22 pm
by bioloid
WIP :

Image

not sure where it'll go. I'll continue posting here.

Posted: Sun Feb 01, 2015 10:26 pm
by TmEE co.(TM)
That looks cool ~~~

Posted: Mon Feb 02, 2015 4:35 pm
by Nitro
An isometric engine? That's something really interesting. BTW in "isometric-3D engine" must be one helpful effect (in a gameplay), where main character "shines" through walls, like in one obscure post-nuclear rpg: http://i52.tinypic.com/2dhwdfo.png

Is it hard to do on Genny?

Posted: Mon Feb 02, 2015 5:41 pm
by bioloid
thanks!
yes with highlight and shadows i will try..
or removing plane B tiles around the player, kind of your screenshot, will see.

Posted: Mon Feb 02, 2015 7:05 pm
by Nitro
bioloid wrote:thanks!
yes with highlight and shadows i will try..
or removing plane B tiles around the player, kind of your screenshot, will see.
Or... Swap tiles around player character with "surround"-tiles with adaptive palette (to wall tiles)? DMA, hello there. :roll:

Posted: Mon Feb 02, 2015 7:41 pm
by bioloid
great idea.
for now I'm working a bit on the "bodies", cause I would like to have human mode to walk on the roofs and car mode..
i've put the repo here between: https://github.com/achambriat/megadrive-sme

Posted: Mon Feb 02, 2015 8:08 pm
by Nitro
bioloid wrote: for now I'm working a bit on the "bodies", cause I would like to have human mode to walk on the roofs and car mode..
i've put the repo here between: https://github.com/achambriat/megadrive-sme
Fantastic! Keep up the good work. Very promising game is drawing on horizon.

Posted: Sat Feb 07, 2015 6:29 pm
by bioloid
Thanks nitro, its just testing you know ;)

I've added a little component based system, with A/B it dynamically create "a new player"... Performances are not good, will see (bunch of casting and things).

the rom is here : https://github.com/achambriat/megadrive ... er/rom.bin

Posted: Sun Feb 08, 2015 11:01 am
by Nitro
Nnniice...

Thug's sprite animation is indeed rolling a bit slow, but car is fast. I see you handled 3D-isometric perspective very well. :)

VDPRam usage for plane tiles looks a bit umoptimized... Maybe not, and I'm wrong...

Image