tunepunk wrote: fldr wrote: MVG wrote:
It looks like you got it working. So far so good.
What elements of the isometric game logic gave you the most trouble?
its the z-order thats troubling me, mostly the details like trees, they rely on the z-order of the ground tile they are on but thats not always wright with towers and people.
For example the tree and tower in the left corner arent wright, i had to move the tower to the same layer as the ground (normally people and towers are one layer above).
This problem could be solved if i had the details seperated from the ground i think.
I had some trouble with that too, but got it working quite good.
Example and capx in this old thread.https://www.scirra.com/forum/viewtopic.php?f=147&t=97677&p=756014#p756014
Thank you! will have a look at that thread, turned out ive got some more z-order problems you can see here: how-do-i-z-order-of-same-object-type_t126473
edit: ok, now i took a look at your solution. It works really good, but i fear it might come to problems when there are more then one sprite around a building, because of the objects changing layers? or am i wrong? sorry if i misunderstood what you did there, its late now and my brain is quite twisted from the hours of testing z order stuff ^^
will look at it again tomorrow and see if i can also use this solution. i really didnt see any glitches and also the performance seems to be good (i just made something with function calling that went up to full cpu usage^^)