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Author Topic: 3D in Axe - Isometric Projection - Sneak Preview of my upcoming stuff ;)  (Read 1697 times) Bookmark and Share
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DJ Omnimaga
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« Reply #15 on: 28 April, 2012, 19:46:59 »
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I see. As for the last tilemapper attempt, I think the slowdown was caused by having to figure out if a tile needs to be drawn or not, depending if it's behind another, and because of all the transparency and masks involved.



The following was written in TI-BASIC with xLIB but it did not support variable wall heights and only supported going up and down, IIRC



Same for this (although this was written in Axe)



The last one was an RPG, though, so not much speed was needed.
« Last Edit: 28 April, 2012, 19:47:17 by DJ_O » Logged

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« Reply #16 on: 28 April, 2012, 20:01:49 »
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Wow, those are cool mappers. I think I will make it more like a flat terrain with 3D ish objects, so I do not really need to take care about the layers.
Maybe I will do the scrolling with the screen-shifting operations and only draw the tiles shifted in.

The middle one is sped up, right? I don't think TI-basic with xLib runs that fast on a 83+/84+.
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« Reply #17 on: 28 April, 2012, 20:04:58 »
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Ah ok that's good then. Or another idea is that you can do like what they did in Mario RPG and design your maps so the higher stuff is always behind. As for the tilemappers above, they all run at SE speed. The reason why the xLIB one runs this fast is because all the author does is scrolling up/down and only draw one single row of tiles per frame. Also another reason why it's so fast is that it was written by Builderboy. Tongue
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« Reply #18 on: 28 April, 2012, 22:20:06 »
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As for the tilemappers above, they all run at SE speed. The reason why the xLIB one runs this fast is because all the author does is scrolling up/down and only draw one single row of tiles per frame. Also another reason why it's so fast is that it was written by Builderboy. Tongue
Ok, that makes sense. Cause I have only a 83+, I will try it as fast as I can and I hope the games still will be playable.
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« Reply #19 on: 01 May, 2012, 17:01:02 »
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Two things:

Firstly, I won't be able to continue any of my project for two weeks, 'cause I'm going to the USA tomorrow (school exchange, yeah!).

Secondly, I finally got my super fast (due to 8 bit assembler LUT function and coordinate transformation algorithms) flat tilemapper for any size of map ready:

 
(again, better grey on calc)

The program lets you enter the size of the tilemap (only square maps, but other arbitary formats aren't any harder to implement), then it generates some random grey/white tiles and displays it on the screen. You can scroll around with the arrow keys.

* ISOMAP.8xp (1.49 KB - downloaded 25 times.)
« Last Edit: 01 May, 2012, 17:03:44 by MGOS » Logged

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« Reply #20 on: 01 May, 2012, 17:12:42 »
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That is looking great! Very impressive! =) I hope you enjoy your trip to the U.S. Myself and many other members live here. How long are you going to be staying?
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« Reply #21 on: 01 May, 2012, 17:15:37 »
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How long are you going to be staying?
As said, two weeks. But our schedule is full of stuff we want to do.
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« Reply #22 on: 01 May, 2012, 17:20:15 »
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Ah, I misread your post. I'm a bit sleepy at the moment. Big smile It should be a very nice experience. Cheesy
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« Reply #23 on: 01 May, 2012, 23:35:10 »
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That looks very good, I hope you post the source.
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« Reply #24 on: 02 May, 2012, 01:40:46 »
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Looks very nice. And have fun in USA Smiley
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« Reply #25 on: 02 May, 2012, 02:54:07 »
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I see. As for the last tilemapper attempt, I think the slowdown was caused by having to figure out if a tile needs to be drawn or not, depending if it's behind another, and because of all the transparency and masks involved.

Oh, that looks like a familiar screenshot Big smile
Yeah, also remember that that gif is running 15 fps or whatever, so it'll look slow in chrome which caps at 9fps. But it was still too slow for practical use *sigh*. Though I did have a (slightly buggy) quadratic gravity/physics/collision engine running on top of that Wink The main reason it was so slow was actually because I didn't bother checking for whether or not a tile needed to be drawn...making it 5x slower than a normal 16x16 masked tilemapper by default. My advice would be to figure out an efficient way to accomplish that, since I was too lazy to Big smile
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« Reply #26 on: 02 May, 2012, 02:59:50 »
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If you had used it for an RPG and got rid of the ability to go behind walls, however, it might have been just fast enough.

It seems in Mario RPG you could sometimes go behind tiles, but I'M sure an isometric game could be made so it's not possible.



In Kirby Dream Course you could never go behind walls anywhere, because no map were designed to allow such thing. There were slopes, though.

Pretend there are bushes behind houses or put houses in the corner, somewhere where it's impossible to walk behind. Only have a few select portions of the map where you can go behind stuff and if you have any similar map, make them tile scrolling rather than smooth, so when moving behind stuff, you just make your character disappear entirely rather than going through the hassle of making him disappear partially.

After all, in most RPGs made before 1993, you can't even go behind walls.
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« Reply #27 on: 02 May, 2012, 03:00:25 »
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Actually chrome doesn't have that cap anymore Cheesy they fixed it ^^
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« Reply #28 on: 02 May, 2012, 03:09:15 »
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@Builderboy
Wow, I didn't notice Big smile well now i just look silly :O haha

@DJ, hm sounds interesting...Maybe I'll pick this up after finishing Zombie Gun (Actually by then the contest might start..plus i want to work on Ash Big frown)
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Read my webcomic! | My SoundCloud
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Check out the demo now!- Current progress: battle engine and stuff
Proud author of: Cuberunner | SpaceDash | The Psyche | XXEdit | AxeSynth | StickNinja | Gravity Guy | Embers:Phoenix | Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
DJ Omnimaga
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« Reply #29 on: 02 May, 2012, 03:15:27 »
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@Builder I know IE6 had it, though. Do newer version have it?

@Squidgetx hopefully you pick up Ash again in the future Cheesy
« Last Edit: 02 May, 2012, 03:16:03 by DJ_O » Logged

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