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

