Posted 20 March 2016 - 11:30 PM
Posted 21 March 2016 - 03:25 AM
You could do what you suggested with compiling the building out of several separate pieces.
You could also just make the entire building transparent.
A different approach could be to forget about the building, but simply add an outlign or silhoutte around the player when he's behind a building, where you'd be able to see the outlign, but not the player as such. I've seen isometric games do this and it's quite nice.
Beyond those 3 approaches you could venture into shaderland and see if you could do some nice little trick where a circle is made around the player when he's behind a building that will follow him around, and all parts of the building within that circle would become transparent. Might be more tricky than the other techniques, but would create a very nice effect.
Posted 21 March 2016 - 04:23 AM
Is there a limit to the number of "rooms" we can have per game??? The reason im asking my game has multi story buildings and i would like to be able to enter top levels.
I like the shading the player idea it would save alot of time.
Also if anyone has any links for such tutorials, it would be very appreciated. Thanks
Posted 21 March 2016 - 09:53 AM
That's how i'm doing it for now: http://gmc.yoyogames...83706&p=4912868
Wall pieces and Roof tiles are objects, so they can get semi-transparent(walls) or invisible(roof) if the player is near, they are placed with code on a grid(doing it manually is a chore), there are some limitations of the design though. As for second floor you can make it a new room, there is no limit.
Latest look: http://media.indiedb...eenshot_1.1.png
Edited by YanBG, 21 March 2016 - 09:55 AM.