TileSet internal data

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bioloid
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TileSet internal data

Post by bioloid » Mon Jan 26, 2015 8:35 pm

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.

bioloid
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Post by bioloid » Mon Jan 26, 2015 10:16 pm

ok, its top-left & classic way.

bioloid
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Post by bioloid » Tue Jan 27, 2015 6:06 pm

any guides about handling tiles priorities when using isometric mode ?

bioloid
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Post by bioloid » Tue Jan 27, 2015 7:15 pm

Got this:
Image

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

Stef
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Post by Stef » Wed Jan 28, 2015 9:26 am

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.

bioloid
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Post by bioloid » Wed Jan 28, 2015 6:27 pm

yes the highlighted is another plane. will try that thanks.

bioloid
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Post by bioloid » Sun Feb 01, 2015 8:22 pm

WIP :

Image

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

TmEE co.(TM)
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Post by TmEE co.(TM) » Sun Feb 01, 2015 10:26 pm

That looks cool ~~~
Mida sa loed ? Nagunii aru ei saa ;)
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen

Nitro
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Post by Nitro » Mon Feb 02, 2015 4:35 pm

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?

bioloid
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Post by bioloid » Mon Feb 02, 2015 5:41 pm

thanks!
yes with highlight and shadows i will try..
or removing plane B tiles around the player, kind of your screenshot, will see.

Nitro
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Post by Nitro » Mon Feb 02, 2015 7:05 pm

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:

bioloid
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Post by bioloid » Mon Feb 02, 2015 7:41 pm

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

Nitro
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Post by Nitro » Mon Feb 02, 2015 8:08 pm

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.

bioloid
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Post by bioloid » Sat Feb 07, 2015 6:29 pm

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

Nitro
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Post by Nitro » Sun Feb 08, 2015 11:01 am

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

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