11-18-2013, 03:05 AM
Okay, I got it solved sorta... See, I am using the Ultimate Overlay script that handles ground and parallax just fine, it's just a situation of splitting a graphic for the tiles that a player can go in front of and the ones that a player will always be behind in the viewport... Now, in the case of a tile that's over 2.2 Tiles tall, it becomes a bt tricky to get it to work. However, by resizing my sprites to just UNDER 2 tiles, I can easily fit them inside the span needed for clean matching between the ground overlay and the over-overlay...
No events needed...
Now, instead of trying to break apart each and every sprite into those two layers, i Can create the whole map place things wherever I want them, and instead cut them out from photoshop as one major layer... But releasing the two sprites (one as a ground, and one with the parallax and shadow on it, works just fine for this endeavor... Leavy stuff on trees will overlap this 2 tile boundary just fine... and tree trunks (or literally anything touching the ground will have one tile... (a character stand in front of a tree trunk and the tree trunk occupies a space, so all is well, anything beyond that, stays as part of the foreground and is fine
(PICTURES will come soon)
This leave s me to explore all sorts of ortho-isometric rendering possibilities, to create a unique style that renders my maps in the same way as Baldur's gate... Since movement is arrow or mouse based, I can still use the diagonal and basic RPG Movement tilebase,a nd use the basic RM collision for areas...
No events needed...
Now, instead of trying to break apart each and every sprite into those two layers, i Can create the whole map place things wherever I want them, and instead cut them out from photoshop as one major layer... But releasing the two sprites (one as a ground, and one with the parallax and shadow on it, works just fine for this endeavor... Leavy stuff on trees will overlap this 2 tile boundary just fine... and tree trunks (or literally anything touching the ground will have one tile... (a character stand in front of a tree trunk and the tree trunk occupies a space, so all is well, anything beyond that, stays as part of the foreground and is fine
(PICTURES will come soon)
This leave s me to explore all sorts of ortho-isometric rendering possibilities, to create a unique style that renders my maps in the same way as Baldur's gate... Since movement is arrow or mouse based, I can still use the diagonal and basic RPG Movement tilebase,a nd use the basic RM collision for areas...
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