I have been working in reproducing the isometric blit and sprite occlusion you can see in Westen House for some time and now the algorithm is almost ready I want to share a sneak preview:
The implementation is in C I have to say and is surprisingly performant, but it comes with a frame rate drop and for smother gameplay and multiple occluded sprites on screen needs to be in ASM.
Note that z-indexing is quite rudimentary as well as collision detection with the isometric tiles, but I am working on it.
Once is ready, this will be part of https://github.com/retrodeluxe/rlengine-msx, it has been in the roadmap for a while.
Login sesión o register para postear comentarios