Anyone who has ever created their own engine for a 2D game whether orthogonal, isometric, or oblique has certainly ran into the time consuming problem of sprites walking in front of or behind a tile structure and how to handle that. #indieDev #indiegame #gamedev #screenshotsaturday #pixelart
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The only thing I really miss is being able to upload custom gifs.
I wanted a proper 2D isometric rendering while having large, dynamic, vertically emphasized maps.
I ended up with a 2D array of 'columns', with each column holding x amount of tiles (representing height). Sort of like Legos.
Unit sprites are limited to a single tile, and it's a bit more graphics intensive as I render all tiles (this allows neat block-rumble style effects).
Universal z index is powerful and you can get a lot more precision with checking actual sprite geometry.
Definitely better for larger art style!
But even with rotation I was able to keep everything ordered properly~
I don't think I have a video of it, just gifs.
There are two methods, one with a rotational animation and one that is instant. Both rotate by 90 degrees.
https://dusktactics.com/news/1950/