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Stuck on isometric walls

2/2/2017

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I hadn't planned on making a true isometric game, by this I mean a world where everything is layered by distance, for instance if the player may need to walk in front of or behind a wall, that would have to be coded into both objects to adjust depths accordingly. After building a simple room and walking my character around, I realized it appeared annoyingly restricting for the player, especially since the objects in my game are isometric, I thought I might be able to get away with very little overlapping much like The Legend of Zelda. Although versions of Ultima VI have no isometric overlapping, later games in the Ultima series clearly do and have a much better look and feel to them.

So I had gone ahead and looked into some tutorials on YouTube and had the walls layering half correct, but no-matter how I adjusted the code at least one wall face would have the wrong depth, my character standing in front of walls he should be behind and so on. The code within the players End Step Event works with a separate object, obj_barrier (a pink square 16x16). The code utilizes instance_nearest and adjusts the players depth based on y distances. I spent a lot of hours just thinking, thinking like a programmer...  something I have never really done, programming is a struggle for me, after a lot of playing around with no luck I tried placing two lines of obj_barrier inside and outside of my rooms and it worked like a charm. This method isn't perfect but at the level of programming skill I have it works great, maybe down the road I can find better solutions to problems like this.
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    Jeffrey

    An aspiring game developer, follow my journey from the beginning

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