Isometric Goodness
As a project that will hopefully turn into a game sometime in the future, I started working on isometric stuff in BYOND. I'm trying for a fairly generic engine that would be easily re-usable for multiple games.
One problem that I'm worried about is hitting BYOND's object limit. Whatever game I make will probably have to be either single-player, or multi-player on just a single, not too large map. The isometric tiles are created using either turfs, or pixel-offsetted overlays on those turfs. Anything else(like the walls in the screenshot below) will end up being either an obj, or a mob. Each wall object is really four objs. Two for the bottom left and right, and two for the top left and right.
Here's a screenshot of a 4x4 isometric map made in BYOND. Each tile is 64x32. I had tried 32x16 earlier, but that tile size was fairly small. Also, out of every four isometric tiles, three would have needed to be represented by an overlay.
And here's a screenshot with some half-height walls randomly placed on top of the tiles.
Comments, criticism, and a way to get antialiased models to render out without a black line all the way around are welcome. :)
Edit: After looking around for awhile, I found a plugin to do exactly what I wanted. Here's a screenshot with antialiased walls(the walls also have a different texture size). Goodbye jaggies!

Posted by Jon88 on Friday, May 20, 2005 01:09PM
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