Hi!
After I have gained experience in writing a 2D Role Playing Game in Visual Basic, I now want to realize the project in Java.
Since I don’t want it to be just a remake, I decided to improve some features.
One of these improvements is the Iso Engine I use.
Up to now it is a very simple “engine” which is able to display a huge (scrollable) picture of the landscape which can furthermore animate objects (e.g. a mill wheel etc.). Because I use the graphics from http://reinerstileset.4players.de/ which do not have a unified size, the engine is not tile-based and information like unwalkable areas has to be set manually by placing “invisible walls”.
What annoys me is the fact that this engine lacks an important feature:
The hero is painted above all the other objects. That is, he cannot walk “behind” a house for he would conceal the building. Until now, in order to whitewash this weak point, I place the “invisible wall” mentioned above all over the building so the hero simply can’t move to the place where he would be “behind” the building. However, this solution doesn’t look very nice.
I now want to write an engine which supports an improved “ZOrder” so that the hero can walk in front of and behind the building (by the way- how is this feature called correctly?).
Unfortunately I have no idea how to realize such a feature… . I think I will have to discard the practice of simply loading a huge image file as the map and just placing some animated objects here and there. Instead I will have to place every object “in real time” in order to decide if it has to be drawn before or after the hero image. But how can I decide this? When does the draw order has to be changed? And do I have to alter the “invisible wall” concept as well in order to realize the “ZOrder”?
Sincere regards,
Fabian