Hi
@atilim,
I see you have made a lot progress on BMFont, openGl 2.0, render to texture and probably next is wp8 (and clipping?)
I haveńt heard about isometric and hexagon maps support recently but it was listed in the roadmap before (see
this tread linked in the faq).
Is that still on the roadmap? (I'm looking at all the successful social games that are currently popular and all use isometric).
Comments
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
Can you give us some informations? @atilim, @deniz.
https://sites.google.com/site/xraystudiogame
@alexzheng
A lot do
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
For isometric maps, could you just take a normal TileMap and as it's a sprite just rotate it by 45 degrees?, granted you'd have to do the sorting for any on-screen objects but you'd have to do that anyway.
Alternatively, here's a very quick demo I did a while back (can't remember if I posted it already) that uses Shapes to render a 3D landscape. I'm sure now that meshes are available it could probably be even easier.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
I wonder how many so called iso-games are actually traditional 2D maps but with cleverly designed tilesets.
UPDATE:
Having played with one of my tilemap examples, the rotation point is in the top left, not a big issue granted, but you'll have to be careful with the onscreen positioning.
Also as @Scouser said - the maps look a little weird without the transformation matrix, another point would be the lack of implicit height. Most iso maps contain some base vertical offset on a cell by cell basis to allow for varying terrain height.
Still an interesting exercise all the same.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
It's possible to implement isometric tilemaps by using meshes. And here is the implementation: https://github.com/gideros/Isometric-Tilemap
The project contains IsometricTileMap class, a loader function (taken from Desert example without modification) and an isometric tilemap example (exported with Tiled).
In the future, I'll also implement isometric tilemaps internally.
Likes: techdojo, fxone, Scouser, hgvyas123, Nascode
https://sites.google.com/site/xraystudiogame
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
I have played a little with your code and I really like it.
I am looking forward to seeing it supported internally, but in the meantime it's great.
that was just a note to say "thank you" again.
https://deluxepixel.com
Dunno about hexagons maps (do you want them isometric or top down view)?
(I've actually done them pre-rendered in my latest game - used in the map for 'What Rhymes With Martians?' as I also need to display 200+ level 'shields' with up to 3 stars and a level no and still keep the scrolling to 60hz, but it would be useful in future.)
https://deluxepixel.com