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2D All the way! / FFTA graphics

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Krimzon DestinE
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Posted: 28th Feb 2006 16:35
I was TRYING to work in 3d and then I wanted to try my hand at 2d. I am developing an isometric tactical turn-based rpg and I am using Final Fantasy Tactics Advance as a reference. I was wondering how the battlefields were created. When you see it, it doesn't look like it was made tile-by-tile but it looks as though it was created all-at-ounce as a whole image, and then separated into tiles (because of the outline of the battlefield as the same as the outline around all other sprites). I am also have a bit of trouble comprehending raising the battlefield to different heights. I am new at 2d and I was just trying to understand this.
Pincho Paxton
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Posted: 28th Feb 2006 20:51
This drawing tool shows how isometric games are made. You have to draw the tiles from back to front for it to work, or get your sprite priorities sorted properly.



http://illuminations.nctm.org/ActivityDetail.aspx?ID=125

Krimzon DestinE
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Posted: 1st Mar 2006 17:06 Edited at: 1st Mar 2006 17:10
so is that a yes they did make the level one big bitmap or no they did not?

in zenassem's 2D Principles with DB/DBpro Tutorial Part I he states...
Quote: "
1)The first one that comes to mind is to create a large bitmap for the level, scrolling it as the player moves."


I was wondering if FFTA was done this way, or is it tile-by-tile??
Grog Grueslayer
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Posted: 1st Mar 2006 20:02
99% of isometric games use tile-by-tile. It's done that way so we can easily detect what's around the player. Like if the player can't go over water or high mountains with the tile-by-tile system you can see that the player is in front of water/mountains and stop them from moving. And with tile-by-tile you can change things in the game easily like delete a tile if it's been hit with a spell or change a tile to a burnt tree (if it got hit with a fireball spell)... things like that aren't easy on a huge bitmap.

To do different heights you just add another number to the "dim" statement (basically adding a z coordinate).

Standard 2D map:


3D Map:


The above code snip makes 5 sets of 100x100 tiles. Map(x,y,0) is the ground, Map(x,y,1) is the next level up and so on.


Tifu
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Posted: 1st Mar 2006 22:49
^ that burnt tree thing is a good idea, I don't think too many tactics games have terrain damage, so it could be a very neat idea... taken further, you could have spells to create swamp or make a bridge over a river

The tile by tile system is definitely the way to go.

Making a bitmap for every level in the game, would mean either having very few levels, or spending ages making the levels. With tiles, you could whip up a little level editor or randomiser i'd imagine, and create a large variety of levels.

In this image, look at the guy on the right. If this was a single bitmap, he would appear above that snow mound that he is standing behind, but with tilemaps, he appears slightly hidden by it. Because the snowpile is drawn after the guy, because he is nearer the back (or given a higher priority for drawing)
http://www.armchairempire.com/images/previews/gba/final-fantasy-tactics-advance/final-fantasy-tactics-advance-3.jpg

Grog Grueslayer
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Posted: 2nd Mar 2006 04:18
Quote: "^ that burnt tree thing is a good idea, I don't think too many tactics games have terrain damage, so it could be a very neat idea... taken further, you could have spells to create swamp or make a bridge over a river"


Thanks. Those are great ideas too.


Krimzon DestinE
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Posted: 2nd Mar 2006 15:41 Edited at: 2nd Mar 2006 17:42
Quote: "^ that burnt tree thing is a good idea, I don't think too many tactics games have terrain damage, so it could be a very neat idea... taken further, you could have spells to create swamp or make a bridge over a river "


hey, that's one of my ideas!!! I am going to make the terrain play a large part...

1. being in water will heighten the effects of lightning attacks
2. to get across water, ice spell to harden, but make it hard to cross unless you have spiked boots equipped
3. higher the target is the harder to hit him
4. being submerged for x amount ot turns in water will drown your unit, etc.....

anyways thanks for the help. off to do some more research
poke a fish
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Posted: 6th Mar 2006 16:36
good luck, tactics games are awsome. cant wait to see your work
Daikaze
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Posted: 19th Mar 2006 05:28
Very interesting.

I happen to love Tactics games (started with Tactics Ogre). I would love to see some code for this.

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