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Thread: Isometric Drawing and Dungeon Carving

  1. #21
    I shall exalt myself over all Armagedddon Games bigjoe's Avatar
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    Re: Isometric Drawing and Dungeon Carving

    Quick question here, will Dungeon Carving between screens?


  2. #22
    Keese
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    Re: Isometric Drawing and Dungeon Carving

    I'd imagine that you would need to draw floor/water tiles to the side of both screens where a path meets up. That doesn't seem too bad to me, as much of the tedium of making free-form rooms will disappear.

  3. #23
    On top of the world ShadowTiger's Avatar
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    Re: Isometric Drawing and Dungeon Carving

    Well, I'm sure you can just press the cursor up against the edge of the screen, then go to the next screen in question, and go to its respecting partner location on the other edge, and it'll work out anyway.

  4. #24
    Patra Cloral's Avatar
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    Re: Isometric Drawing and Dungeon Carving

    Actually that brings up an interesting question. If I use the isometric mode and draw a lake up to the edge of the screen, does the water look like it is going off the screen, or does it draw an edge there?

  5. #25
    Octorok
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    Re: Isometric Drawing and Dungeon Carving

    Can someone show me the order the combos have to be in to get this to work?

  6. #26
    Lynel
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    Re: Isometric Drawing and Dungeon Carving

    GRAVE DIGGER!

    lol

  7. #27
    Gibdo firefly's Avatar
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    Re: Isometric Drawing and Dungeon Carving

    Read this:
    Yes, the combos have to be in a specific order. All of the combos are water (or path or whatever you are 'carving' with) combos (except for the last one, which is a land combo, and it's type is set to 'none'. The first combo is completely water. The other 46 are water with the following land pieces on them:

    Top Right Corner
    Top Left Corner
    Top Left Corner, Top Right Corner
    Bottom Left Corner
    Bottom Left Corner, Top Right Corner
    Bottom Left Corner, Top Left Corner
    Bottom Left Corner, Top Left Corner, Top Right Corner
    Bottom Right Corner
    Bottom Right Corner, Top Right Corner
    Bottom Right Corner, Top Left Corner
    Bottom Right Corner, Top Left Corner, Top Right Corner
    Bottom Right Corner, Bottom Left Corner
    Bottom Right Corner, Bottom Left Corner, Top Right Corner
    Bottom Right Corner, Bottom Left Corner, Top Left Corner
    Bottom Right Corner, Bottom Left Corner, Top Left Corner, Top Right Corner
    Right Side
    Right Side, Top Left Corner
    Right Side, Bottom Right Corner
    Right Side, Bottom Right Corner, Top Left Corner
    Top Side
    Top Side, Bottom Left Corner
    Top Side, Bottom Right Corner
    Top Side, Bottom Left Corner, Bottom Right Corner
    Top Side, Right Side
    Top Side, Right Side, Bottom Left Corner
    Left Side
    Left Side, Top Right Corner
    Left Side, Bottom Right Corner
    Left Side, Top Right Corner, Bottom Right Corner
    Left Side, Right Side
    Left Side, Top Side
    Left Side, Top Side, Bottom Right Corner
    Left Side, Top Side, Right Side
    Bottom Side
    Bottom Side, Top Right Corner
    Bottom Side, Top Left Corner
    Bottom Side, Top Left Corner, Top Right Corner
    Bottom Side, Right Side
    Bottom Side, Right Side, Top Left Corner
    Bottom Side, Top Side
    Bottom Side, Top Side, Right Side
    Bottom Side, Left Side
    Bottom Side, Left Side, Top Right Cormer
    Bottom Side, Left Side, Right Side
    Bottom Side, Left Side, Top Side
    Bottom Side, Left Side, Top Side, Right Side

    Basically, it's a binary progression. Starting with the top right corner and progressing counter clockwise, then going through the sides, starting with the right and going counter clockwise. So, there are 8 land pieces to go through. Why, then, aren't there 256 combos? Because a side piece uses up the corners that it touches. For instance, the combo with the left and right sides touching land are touching the top right, top left, bottom left, and bottom right corners, so that one combo is used for 16 different neighboring combo possibilities.

    And yes, I was drawing with only one combo, the isometric mode just changed it on the fly as it was being placed on the screen. Also, yes, you could use this for paths, grass, pits, or anything where you have two things that need to smoothly border each other.

    As for dungeon walls, if it's a 1-tile high wall, it might work, but the dungeon walls in Zelda are generally 2 tiles high. It may be possible to modify the code to accomodate 2-tier changes like that, but it would exponentially increase the amount of combos you would have to set up (might be worth it, though). In any event, I'll look into it.

    Anyway, I've been thinking about this idea for a while now (ever since I first saw isometric maps in StarCraft) and just recently got around to coming up with the algorithm for the combo placement.

  8. #28
    Octorok
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    Re: Isometric Drawing and Dungeon Carving

    Thanks for that but do I do these on the combo pages going across or on the main combo side pannel using each 4 in a row of combo names here for each row?

  9. #29
    On top of the world ShadowTiger's Avatar
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    Re: Isometric Drawing and Dungeon Carving

    These three are for Dungeon Carving mode. I'm not sure where my Isometric Mode setup is, but it's surprisingly similar, if not identical to the first part of the Dungeon Carving mode setup. (The "first part" is the lighter areas, ending just before the "X" above the last line of the left column of the dungeon carving areas.)

  10. #30
    Octorok
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    Re: Isometric Drawing and Dungeon Carving

    Thanks Shadowcat. Is that all on one combo page?

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