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Vohjiin T
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Wandering in the Wilds
I know your asking...Why I haven't updated my blog in a week? As I mentioned before I had about a month to work on the engine before I started back in heavily working on my freelance work (spriting) and it will eat up most of my time when I have the time. T...
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Progress
Hello Everyone :) This post is more an update to the previous blog post regarding the very early alpha i had tested. Some had some extreme issues getting it to work while others it worked like I thought it would. Starting off, to use the engine beyond just ...
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First test version of engine passed out,
Yes the engine has started closed testing. Though it is extremely limited at this moment because the map editor isn't finished, I have been able to push out a test version to get a feel for how it will work for others both performance wise and ease of use. ...
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Current Development of the Engine.
A day late on the blog post, but I thought now would be a good time to update on the actual engine itself. Currently the engine is being optimized and ported to a fresh project file since the current one everything sits in, is a cluttered mess for testing a...
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The depth of the issue
Probably one of, if not the most tricky issues with isometric is ordering tiles and objects with depth so they appear correctly. Higher terrain or things like tree's and buildings should appear "over" anything behind it yet be behind anything in front of it...
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Putting the world into Perspective
One of the first things I did before even typing a single bit of code for the engine was to do some research on isometric engines created before and how they went about it. This wasn't limited to just the GameMaker software either, I looked through many dif...
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Layering the World.
When I had first started working on the isometric engine, it was to honestly get it done and move on to the rest of the game. I did a few days of researching information and trying out a few things, I knew how I was going to do it, but I wanted to see other...
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Making the world go round.
The most important thing right now on developing the Isometric engine is getting all the kinks I can out of how tiles are handled, saved, read, and optimizing that code. The basics of tile data needs to be solid before I can really move on to other features...
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What's a map without it's editor?
The most important thing for this project will be a map editor, I can code all I want for nice effects and test it out on some random terrain but most of the time the terrain will want to be designed instead of just randomly generated. There are many great ...
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Read the beginning of a game devs first blog and his current project.
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