TBW Demo
Here’s a small demo of the isometric tile engine I am working on. The depth sorting seems to have worked out pretty well. Currently it uses a basic breadth-first search algorithm though implementing A* shouldn’t be a problem. The source is getting pretty messy so I’m going to refactor everything once I get the time. The animation for the moving block is done completely in AS so it isn’t very nice plus I hacked it together really quickly because I wanted to release this demo as soon as possible. In fact, the entire demo is done in AS including the drawing of the tiles. The shading on the tiles is done procedurally so you can choose any basic color for the tile and it will compute the colors for the shadows and mouseover highlights. This feature probably wont be necessary as I’ll have custom graphics for each tile (still looking for an artist!).
View TBW Demo.
Since I plan on making some cash on this game, I’m afraid I won’t be able to release the source..
July 17th, 2008 at 1:37 pm
Hi again, Wow… you’re a real good programmer! Looks very nice and works smooth! Have you also implemented an A* pathfinding? It looks like it.
If you’d want to collaborate on flash/java games; I have some decent Java skills, and also learning AS3 at the moment. And you’re right, AS3 works almost the same as Java.
July 17th, 2008 at 6:41 pm
hello i like very much TBW, indeed im making a tactic turn based game and i will need if you can help me a little to make that isometric tile.
thank you very much.
July 17th, 2008 at 9:16 pm
There’s a bug with the drawing of the moving box when coupled with the “press spacebar” feature. The box is not lowered with the tiles when it’s in place (so it looks like it hovers). If the movement was done while the tiles are held down with a space, then the box will remain in the lowered position after the space is released, and will appear to be “inside” the raised tile.
Otherwise it looks sweet. Good luck with the project!
July 17th, 2008 at 9:19 pm
Hans >> Thanks again for the good words. As I mentioned in the article, I have implemented pathfinding with the breadth-first search algorithm which is simpler to implement than A* though I have plans to replace it with A* as it is a faster algorithm as well as it allows for different weightings for the tiles.
akua >> Here is a great site for TBWs http://www.tonypa.pri.ee/tbw/start.html They also have a section on isometric views. I only skimmed the site, though from what I’ve seen, it looks like a great resource.
July 17th, 2008 at 9:22 pm
Thanks for pointing that out Tony. The character movement was very rushed and will be completely rewritten though I will be careful now to avoid making the same mistake twice XD