I have been working on it a bit on and off. Nothing new to show right now, unfortunately. I recently went through everything and did some optimizations to tiles and animations. I have been spending some time learning some ASM and have been reworking the game in v4.5. Once the Byte Off 2020 is over I expect to dive back in. I gotta say the Summer Camp tutorials have really opened my eyes to how things work, rather than starting with the platforming module and going from there.
Understandable. I have to say this idea is great. I've laughed so much already and it's so true to real life.Stealth sounds cool.
I would think there should be a way to do vision area for an enemy,my first thought is an invisible cone object in front of enemies. You hit the
cone so they see you, unless in shadows and holding that tail still. For sound i would say figure out how to check if enemy is close when i.. break the lamp.
Just ideas.I hope you do more with this.
And if i can help with anything, let me know.
Have you ever played Neighbours From Hell? You might get some good ideas from it. From what I can see, it could be a similar kind of game to yours.
Is the game about your own cat?
Regarding the death animation, you could do the cat rolling over and use most of the jump sprites but flipped vert. OR if space is tight you could do the cat floating upwards with a halo above head like old cartoons.
After working on this for a long time I realized I could not make my vision work with this style of art. So begins the next version of Leon: TAS...
I am still working out many things, but currently you can knock stuff off higher locations, they create a shadow of where they will fall and then breaks into a pile of debris. I do not have any sort of isometric collision detection going on yet. Got many ideas/concepts going and trying to juggle them all at once. I am still doing art for the first level (40% done?), but have mapped out several levels on grid paper, so I hope to have more to show soon.
Would that work like slopes on an side scroller? I bet there's some stuff on nesdev explaining how its done. Tbh I don't know many NES games like this other than Solstice. I hope you stick with this format because I think it works better for the game idea than side scrolling. I like how the objects are detailed but the floors and walls are blocks of colour.
Well, technically Z gives the room a third dimension.
Setting it up requires that you give all the objects a Z value that interacts with each other. Floor, objects, etc.
Technically you can call Z integer whatever you like, like "altitude" or "height" or "pigglettsareblue", which ever is easiest to remember.
For floor, Z integer should naturally be 0 or it can be -5 or +5 for higher and lower elevations for an example.
For a Cat the Z integer should be indicated by distance between player's Z and floor's Z. If cat's Z is higher that floor's Z then it means cat is falling till it's Z indicator reaches below the floor value and then gets set to to value of the floor. As for items, if their Z index from the floor is like +10 then when it reaches half that number it labels object as "destructible" once it's value reaches the floor value.
That should be the gist of it on a theory side if any of that explanation made any sense.
Coding it in as intended is up to a user though.
Now of course you're going to need to adjust x value to match z value to create an illusion of isometric 3D so it doesn't turn out just to be a top down game
but figuring that one out shouldn't be a biggie.
Sounds super hard to code but thinking about it that way with another Z value could make it easier maybe. I don't know if starting out with diagonal slope boundary would help or not with this. So Z would be how far in pixels cat was from the ground at any one time?
Well, it's shouldn't be really that difficult.
I'm just bad at explaining things apparently.
Let's put it this way.
You have X and Y to explore freely, but Z signifies the elevation you are from the objects below you. In this case, Z replaces Y.
Let's say you can on jump any object that's Z value is 10. But any object that has higher value than Z = 10 you can't jump on unless you're on an object that's Z value is +5.
Which means you get 5 + 10 elevation value for your jumping so you can jump on objects which's value is Z = 15.
So instead of dealing with Y angle which is typical for platformers, you just change that Y angle to Z angle for jumping and landing.
In this case, what ever happens in X & Y axis they literally work as a platform and whatever happens as Z axis works as height.
Here is a gif of some proof of concept gameplay. I still need to get proper jumping implemented. Basically you knock enough stuff over, causing the Noise Meter to fill up, and a human will show up to check out what's going on. You will need to find somewhere to hide quickly, because a cat is no match for a human.