Post by AltiusBimm on Mar 7, 2004 2:58:22 GMT -5
A rather challenging subject in the design of isometric RPGs is the proper use of the order-of-drawing; otherwise know as depth.
I could use some help in this area as well, though I would also enjoy seeing a discussion of general depth philosophy.
So, getting to the point, let’s start with my dilemma:
(Skip reading this block of code unless you context for what comes after it.)
Here is the important part:
Depth of base = -y
Depth of top = -(y-16*my_span-16)
Depth of rim = -(y-16*my_span-16)+150
SO:
(Slashing right to the core of what I am getting at)
Does anyone else have any depth equations which might help?
Those which I am using (specifically “-(y-16*my_span-16)+150”) do not work properly…the ‘my_top’ tile of a “pillar” which has lower y value is often place shallower than the rim of a pillar with a higher y value and a higher my_span value
(Note:
‘altitude’ is the distance from “0 altitude” [flatness] to the beginning of the bottom of the “pillar”
‘span’ refers to the distance from the beginning of the bottom of the ‘pillar’ to the end of the top)
This sounds right up IsmAvatar's alley
IA: The font tags you have chosen are not friendly to a web browser, so I have removed them. I suggest you don't use them again.
I could use some help in this area as well, though I would also enjoy seeing a discussion of general depth philosophy.
So, getting to the point, let’s start with my dilemma:
(Skip reading this block of code unless you context for what comes after it.)
my_rim =
tile_add(global.bkg,
global.rimtilex,
global.rimtiley,
75,
37,
x-6,
y-(16*(my_span+my_altitude))-3,
-(y-16*my_span-16)+150);
my_base =
tile_add(global.bkg,
global.x,
global.y,
64,32,
x,y,
-y);
my_top =
tile_add(global.bkg,
global.x,
global.y,
64,
32,
x,
y-16*my_span-16*my_altitude,
-(y-16*my_span-16));
Here is the important part:
Depth of base = -y
Depth of top = -(y-16*my_span-16)
Depth of rim = -(y-16*my_span-16)+150
SO:
(Slashing right to the core of what I am getting at)
Does anyone else have any depth equations which might help?
Those which I am using (specifically “-(y-16*my_span-16)+150”) do not work properly…the ‘my_top’ tile of a “pillar” which has lower y value is often place shallower than the rim of a pillar with a higher y value and a higher my_span value
(Note:
‘altitude’ is the distance from “0 altitude” [flatness] to the beginning of the bottom of the “pillar”
‘span’ refers to the distance from the beginning of the bottom of the ‘pillar’ to the end of the top)
This sounds right up IsmAvatar's alley
IA: The font tags you have chosen are not friendly to a web browser, so I have removed them. I suggest you don't use them again.