It wasn't, it was choosen for first prototype, because it was offered, in prototypes we can change anything anytime - we can make one prototype on one and, second on other one, and choose one that better suits us for engine, when performance and flexibility will matter, so lets say we will evaluate bothbartbes wrote:I wonder why MiddleClass was chosen to be the OO lib, not that I complain, I just want to know the reason.
Check http://www.significant-bits.com/a-layma ... videogames and http://en.wikipedia.org/wiki/Trimetric_projection - check examples, under the house there are already projected tiles. All that is left to do is some measuring or drawing on top and then creating already projected tile on square image with 0-1 transparency. Tricky part is alignment and choosing right size, but I think it can be done when we do lines by hand, i.e. do 2 and 3 pixel steps manually one after another or some, to not let gimp do it. We should create one tail template, and atrists will build on top of white tail. I think it could work that way - maybe not best, but might be enough for prototypewillurd wrote:By the way, speaking of the first prototype, does anyone have any good links to information on trimetric projection and how exactly that's implemented in a game. I don't really know much about that. Thanks!
I mean something like this, or something else, looks white - right? So I added green one. probably someone could pick better size though, but it almost fits Oh, and I say we leave more vertical space on top of tile, so artist can make grass or so, then we draw from top to bottom and grass could be on top of other tiles, we could use certain (set) number of pixels on some sides, to make it correct, 2^n length. Just idea though, anyone have something better?