#132514 - biubid_boy - Wed Jun 27, 2007 11:38 am
Hello everyone.
I've decided on making at least a demo using an isometric viewpoint, but I think I might have some problems with the rendering of the isometric tiles with the square tile system on the GBA. The best solution I have been able to think up is to use one layer with all even isometric tiles and another underneath the first with all odd tiles.
eg. (0 means bg0, 1 means bg1)
The problem comes when I need to use elevated isometric tiles. Is there any easy way to utilize elevated isometric tiles without making a sprite for each tile? I would much prefer it if there were some way to do it in hardware (or software) as opposed to having to draw height transition tiles.
Thanks in ADV, (lol @ ADV)
Biubid_boy.
I've decided on making at least a demo using an isometric viewpoint, but I think I might have some problems with the rendering of the isometric tiles with the square tile system on the GBA. The best solution I have been able to think up is to use one layer with all even isometric tiles and another underneath the first with all odd tiles.
eg. (0 means bg0, 1 means bg1)
Code: |
/ \ / \ / \ 1 1 1 \ / \ / \ / 0 0 0 0 / \ / \ / \ 1 1 1 \ / \ / \ / |
The problem comes when I need to use elevated isometric tiles. Is there any easy way to utilize elevated isometric tiles without making a sprite for each tile? I would much prefer it if there were some way to do it in hardware (or software) as opposed to having to draw height transition tiles.
Thanks in ADV, (lol @ ADV)
Biubid_boy.