Slopes && Walls need no special stuff , as you would draw from back to
front , so again its just 2D map , that's drawn isometric, collision
will need 2 Height arrays , else all the normal 2D Style nothing else

Honest if you can do 2d Scroll + deblock , you can do Isometric

C


-- Sig On --
Ppps. I know i can't spell and all my grammer is wrong , so there's no
need to point it out :) 
-- Sig Off --


-----Original Message-----
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of [EMAIL PROTECTED]
Sent: 14 May 2002 23:51
To: [email protected]
Subject: RE: Momentum question


I've done "flat" isometric engines before, and it's just a case of using
a 2-dimensional array to represent each tile and then do some clever
stuff to display it as diamonds on the screen. From what I can tell GBA
is a bit limited in graphics memory but there won't be that many
different textures to a level so I can work that problem out.

The difference with momentum is that it has slopes and walls and I have
no idea how to store or draw that... 

Cheers for the links, I will go and explore them to see what I can find,
but if anyone can help me out in a bit more detail I'd be eternally
grateful...

Feel the Monkey
Steve

-----Original Message-----
From: Chris White
To: [email protected]
Sent: 14/05/02 23:02
Subject: RE: Momentum question

Easy peasy :)

First of World is represent like any map , (i.e Square)

And the drawing process tranforms to be in Isometric

However on Gba , this will require loads of chars so that stuff joins
together as Backgrounds, as there aint enough sprites to map an entire
screen and be usable

There was a mapeditor out there that did isometric maps , heres url 

http://www.geocities.com/SiliconValley/Vista/7336/robmpy.htm
http://www.rbsite.freeserve.co.uk/robmpy.htm

Hope it helps :)

C


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