Came across a few major problems.
1/ The whole area tile thing was a dud. There were issues with moving the character from on area tile to the next because the depths of the area tiles were different. When the character was spanning area tiles half of it would disappear underneath the adjacent one.
2/ Ditched using the original map array data definition to determine tile/char positions. Once it is loaded into the virtual map grid it is no longer used. The virtual map grid is organised by vertical and horizontal tile slots, and is easier to work with (no tricky array index calculations).
3/ There were rounding errors occurring converting virtual map distances to axonometric ones. The errors were cumulative. The more the character moved around the screen the greater the discrepancy between the virtual and axonometric map. I had to do some nasty coding to compensate for this.
4/ Character Depth - *sigh*. On the whole this is ok, but there are conditions when either the adjacent top-right or bottom-left tile is wrong (either it is in the foreground when it should be in the background, or vice-versa). Could spend more time on this but would rather look at more interesting things like opening/closing doors, etc.
Wednesday, August 29, 2007
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