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TGB Isometric Add-On Pack - Part 2
TGB Isometric Add-On Pack - Part 2
| Name: | Neo Binedell | ![]() |
|---|---|---|
| Date Posted: | Jun 12, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Neo Binedell |
Blog post

- TGB Isometric Add-On Pack -
Continued from my previous plan:
Editor is coming along nicely, integrates seamlessly with TGB editors and current user project,
simply add the editor dir to the games dir and add -mod nxisoedit to the command line. Voila.
Start a project, press F9 and add any image maps you need, press F8 (or whatever you want to map it to) to switch back and edit your map and create/edit map elements. I've added a bunch of custom GUI controls to handle things like displaying dynamic lists/grids of all image maps or elements, etc, so theyre really fast.
Reworked the engine to use cell sectors which allows quick culling and broad phase search bins.
Sectors also allow doing mega-tiles and using one quad with texture transforms to tile and entire sector instead of blitting a ton of quads that use the same texture.
Source files number around 80 already so I think I'm going to have to start calling it the nxIso Builder instead of an Add-on ;p
No TGB source was touched, all custom code so integration will be really easy: add and compile.
Multi cell tiles are in and working like a charm.
Will post more later, but here's a screenie of the editor to keep the faith:

More later.
Neo Binedell
Recent Blog Posts
| List: | 03/05/08 - Iso-phagus 11/12/07 - Theora Video Seek, Loop And Callback Support 06/17/07 - FX Composer 2 - Public Beta Released 04/27/07 - TGB Isometric Add-On Pack - Part 6: nxAnimator! 02/20/07 - TGB Isometric Add-On Pack - Part 5 11/23/06 - TGB Isometric Add-On Pack - Part 4 08/16/06 - TGB Isometric Add-On Pack - Part 3 06/14/06 - TGB Isometric Add-On Pack - Part 2 - Cont. |
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Submit your own resources!| Clint Herron (Jun 12, 2006 at 17:57 GMT) Resource Rating: 5 |
| Dennis Harrington (Jun 12, 2006 at 18:22 GMT) Resource Rating: 5 |
| Alexander "taualex" Gaevoy (Jun 12, 2006 at 18:30 GMT) |
| Neo Binedell (Jun 12, 2006 at 19:17 GMT) Resource Rating: 5 |
I'm having so much fun with this the sky is really the limit ;p
Feel free to suggest things you would like to see, etc, as well...
Notice how I put the side bar on the left so I don't get confused which editor
I'm in ;p
~neo
| Richard Smith (Jun 12, 2006 at 19:22 GMT) |
| Alan Hembra (Jun 12, 2006 at 19:29 GMT) |
You rock Neo Bindell. You so freaking rock man!
| Joe Rossi (Jun 12, 2006 at 19:46 GMT) Resource Rating: 5 |
| Hans (Jun 12, 2006 at 20:06 GMT) |
thks
Hans
| Tom Spilman (Jun 12, 2006 at 20:13 GMT) |
| Rodney Rindels - Torqued (Jun 12, 2006 at 20:36 GMT) |
| Neo Binedell (Jun 12, 2006 at 21:23 GMT) Resource Rating: 5 |
No fixed release date yet as I'm still nailing down features (there will be a ton of em tho;)
Don't want to start the whole "When will it ship" thing by giving dates before I know what they are ;p
I will be updating plans though regularly to keep everyone in the loop.
@Tom:
Well I'll be releasing it in the same dual structure as TGB, both binary and source version so its
not just a code pack but an entire solution. It will have enough features that some simple games
won't even need to touch script let alone source ;p
@Rodney:
Cool, 2000 bucks it is then ;p
~neo
| Timothy Aste (Jun 12, 2006 at 21:42 GMT) |
| Chris Schirlinger (Jun 12, 2006 at 23:52 GMT) Resource Rating: 5 |
Suggestions? Well I was gonna say multi-tile objects but... How about the ability to tile fading if other objects pass behind it (Character pass behind a taller wall, wall can then be faded a bit)
That editor looks WONDERFUL though, the ability to actually see a strip of tiles (unlike the tile builder in TGB) is a godsend. No more playing "The Memory Game" when you build a tilemap
| Lion Jin (Jun 13, 2006 at 01:58 GMT) |
| Neo Binedell (Jun 13, 2006 at 05:18 GMT) Resource Rating: 5 |
Quote:
Suggestions? Well I was gonna say multi-tile objects but... How about the ability to tile fading if other objects pass behind it (Character pass behind a taller wall, wall can then be faded a bit)
Yeah that's in (called occlusion masking in the feature list). You will basically be able to set a flag on any map element and if it is occluded by anything else all occluding elements will be rendered according to the occlussion style selected (not just fading alpha, you could just show outlines of occluded object, show outlines of occluder, show alternate image frames (e.g. half walls) or whatever else I come up with as an option.
Nice and generic and gives the user some options ;p
EDIT: Perhaps I should post the feature list in every plan so folks will know whats already in there feature wise. (I.E. not update the feature list in plan one but keep a new list in each plan)
~neo
Edited on Jun 13, 2006 05:21 GMT
| Paul Langridge (Jun 13, 2006 at 05:30 GMT) |
Awsome work mate :)
Cheers
Paul.
| Chris Schirlinger (Jun 13, 2006 at 05:37 GMT) Resource Rating: 5 |
Errr.... Need more suggestions, how about "I want a pony!"
Quote:
Will post more later, but here's a screenie of the editor to keep the faith:
Keep this up Neo and you'll have your own religion!
Edited on Jun 13, 2006 05:37 GMT
| Anthony Harris (Jun 13, 2006 at 09:32 GMT) |
you've basically got almost your own engine. can anyone say neogamebuilder...
will there be a mac version? i have to ask...
just goes to show the fruits of hard work...
anthony
| Neo Binedell (Jun 13, 2006 at 09:38 GMT) Resource Rating: 5 |
It is fast turning into a complete T2.5D solution.
The code does no platform specific stuff so will run on anything TGB runs on ;p
~neo
| Michael Woerister (Jun 13, 2006 at 14:27 GMT) |
| Dave \"Sega\" Freeman (Jun 13, 2006 at 16:48 GMT) |
Edited on Jun 13, 2006 16:53 GMT
| Dave \"Sega\" Freeman (Jun 13, 2006 at 16:53 GMT) |
I'm having difficulties with making objects that are lower than the character show in front of the character, and objects at the same height/above showing behind. Would your add-on be able to address this? Or would it have to be at the angle I've seen in your screenshots?
| Neo Binedell (Jun 13, 2006 at 18:52 GMT) Resource Rating: 5 |
solve this one of which involves using the bottom coordinates of the sprites as points to compare, etc. so
that larger objects still compare correctly with small objects.
In the iso engine all elements on the map exist in a 3D space so objects further away will draw before closer objects and will thus be hidden by them.
I take it by the angle you mean the walls going diagonally and not straight up the screen Y axis?
That's what isometric means actually so yes it would have to be at the angle you see in the screenshots.
~neo
Edited on Jun 13, 2006 18:53 GMT
| Chris Schirlinger (Jun 14, 2006 at 04:48 GMT) Resource Rating: 5 |
| Neo Binedell (Jun 14, 2006 at 06:02 GMT) Resource Rating: 5 |
created custom classes for all map elements as I wanted them as lightweight as
they could be, control when they get rendered and updated, etc, and not pollute
the scenegraph with objects that would not get rendered by it.
For integrating scene object derived classes like the particle system and 3D shapes
I have proxy map objects that control when and where to render the attached scene
object, etc.
Particle systems can be attached to any map element and will render when that element
renders at the same zorder. Particles being 2D only will render in their entirety at that
zorder for now until I get back to working on that. I am playing with different ideas for clipping/colliding them against the map elements but for the moment they are just 2D billboards.
I might just write a custom particle manager if needed.
~neo
| Anthony Harris (Jun 14, 2006 at 06:50 GMT) |
don't follow the white rabbit...stay home and keep coding this deity to rpg'rs everywhere...
anthony
| Neo Binedell (Jun 14, 2006 at 17:14 GMT) Resource Rating: 5 |
~neo
| Kim Ball (Jun 20, 2006 at 15:38 GMT) Resource Rating: 5 |
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