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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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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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Clint Herron   (Jun 12, 2006 at 17:57 GMT)   Resource Rating: 5
Wow, looks great! :) Really looking forward to this -- thanks!

Dennis Harrington   (Jun 12, 2006 at 18:22 GMT)   Resource Rating: 5
Really impressive, man. It sounds like you're doing a really thorough job on this and I will most definitely be purchasing when it's released. Keep on slogging through it, it's looking fantastic!

Alexander "taualex" Gaevoy   (Jun 12, 2006 at 18:30 GMT)
Awsome! I would like to see it soon in the shop as well.

Neo Binedell   (Jun 12, 2006 at 19:17 GMT)   Resource Rating: 5
Thanks for the encouragement!

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)
Wow, this is looking great. Can't wait to click through the store with this in the basket!!!

Alan Hembra   (Jun 12, 2006 at 19:29 GMT)
I was just telling a friend this weekend how I wished TGB had an easy way of doing isometric views. Then I see this today.

You rock Neo Bindell. You so freaking rock man!

Joe Rossi   (Jun 12, 2006 at 19:46 GMT)   Resource Rating: 5
Holy crap so we'll even get an editor for it? Man, I think this will be a big seller. I can't wait to play all the iso RPGs people make ;)

Hans   (Jun 12, 2006 at 20:06 GMT)
this is great When will it be avalibly the nxIso Builder ?


thks

Hans

Tom Spilman   (Jun 12, 2006 at 20:13 GMT)
This is looking extremely impressive. Should be a huge seller as a code pack for TGB.

Rodney Rindels - Torqued   (Jun 12, 2006 at 20:36 GMT)
Whatever you were thinking.. Double the price! Impressive work.

Neo Binedell   (Jun 12, 2006 at 21:23 GMT)   Resource Rating: 5
@Hans:

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)
Looks great Neo! I just wrote you an email about it. :)

Chris Schirlinger   (Jun 12, 2006 at 23:52 GMT)   Resource Rating: 5
Mmmm, this is looking fantastic

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)
WOW,this looks really good!!!

Neo Binedell   (Jun 13, 2006 at 05:18 GMT)   Resource Rating: 5
@Chris:

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)
Wow! Hope my modelling machine doesn't go into melt down due to over motivation! This project is going right down my alley Neo!

Awsome work mate :)

Cheers
Paul.

Chris Schirlinger   (Jun 13, 2006 at 05:37 GMT)   Resource Rating: 5
Sigh, here I make a simple suggestion and it's already been implemented in a complex manner I could not have dreamed of...

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)
extremely impressive neo,

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
Heheh, hence my mention above of calling it the Iso Builder.

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)
Looks really cool!

Dave \"Sega\" Freeman   (Jun 13, 2006 at 16:48 GMT)
I'm likely to purchase this. Beautiful work.
Edited on Jun 13, 2006 16:53 GMT

Dave \"Sega\" Freeman   (Jun 13, 2006 at 16:53 GMT)
Oh, but I do have a question. I do have one game that uses the following camera angle: http://www.humanahaba.com/t2d/preview01.png

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
Your implementation does bounds checks in 2D screen space and will therefore have those problems as there is not enough information to always choose the correct order. There are many approaches to
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
A question, what about particle systems? How are particles handled in terms of draw order?

Neo Binedell   (Jun 14, 2006 at 06:02 GMT)   Resource Rating: 5
The only thing deriving from t2dSceneObject is the map wrapper class and I've
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)
t2.5d sounds good,

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
Posted an update here

~neo

Kim Ball   (Jun 20, 2006 at 15:38 GMT)   Resource Rating: 5
Oooo! I want it.

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