Yep, that's pretty much what I was saying in my example.
No real need for sorting, either - or subsorting for that matter.
Ian
On 9/13/07, Joshua Sera <[EMAIL PROTECTED]> wrote:
>
> A quick clarification on using _y value to control z
> depth:
>
> You don't need to make sure no two objects share
A quick clarification on using _y value to control z
depth:
You don't need to make sure no two objects share the
same _y value.
Every object should have some sort of unique ID
between 0 and whatever you're multiplying the Y value
by. In the example, an ID between 0 and 99.
EX:
var limit:Number
Thanks Joshua, I allready went through some of their stuff. I posted
exactly those things that weren't adressed in the articles I wrote on
Kirupa.
J
Joshua Sera wrote:
kirupa.com has a ton of tutorials on Isometric stuff
that I've found very useful.
http://www.kirupa.com/developer/flash/inde
First off, thanks that you people took the time to help me out and thank
you Jobe for sending me your class. I appreciate that, but would really
like to program the game myself from scratch to get a full understanding
on how games like this are made.
I am reading all the replies and trying to
kirupa.com has a ton of tutorials on Isometric stuff
that I've found very useful.
http://www.kirupa.com/developer/flash/index.htm#Isometry
--- Jobe Makar <[EMAIL PROTECTED]> wrote:
> Hi Jiri,
>
> I've pasted below the isometric class that I wrote
> for one of my game books.
> It is a handy cl
> Every object gets a z-depth assigned. For the players the
> zdpeth need to be set based on the tile they are at. This way
> the players can walk 'around' the enviorment objects. For the
> z-depth calculation I use the tile grid x and y plus the
> width of the row, this generates an unique z-d
Hi Jiri,
I've pasted below the isometric class that I wrote for one of my game books.
It is a handy class that allows for easy translation between screen coords,
and iso coords. In addition, it handles tile-based dept calculations as
well. You asked how do you handle multiple per tile - check
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