Keep working on it, the transparent block and houses are so neat, I like your art.
One of the reason that I start build this Isometric render, is I met some isometric projects in forum, include yours. Many guys want make isometric project or engine, but stoped for reasons. So I had a try, and make this.
As a Isometric render this kind of view should be support definitely, though there might be some tech difficulty I haven’t been awared right now.
Multi-level map is a classic requrement since my Raycasting extension, I always thinkover how make it real. Isometric main effort is drawing rotated tiles as floor, so that become possible.
The main problem/task is to solve how to define multi-level map in Arcade map editor (It can be defined in a ext block or an array block, but that will be a very tough job for user).
What you think about this?
Maybe because a solution occupied my mind already:
Walls defined in the tilemap as a Image, and marked “02”(just according to the color index of Red, in which color walls marked in tilemap editor). Except “00”(not wall) and “02” (wall), no other value used by now. So I hope there could be a way, that walls can be marked in different colors, color index value is just the level value. But this need some hard work to code the editor, and you all are so busy. But I can’t stop think of this…
You mean the Sprite.Z(depth) ?
In isometric view, all sprite drawing ordered by distance, which is depend on your current view position and angle, so the Z will be ignored.(except these sprites relative camera)