
It's got a lotta good stuff in it. School started back up so I have no time to do anything fun
I'm attempting to learn XNA 4.0 and C# via Microsoft Visual Studio 2010. This will be a non-updated chronicle of my journey. I like games.


I spent all day drawing in a small booklet of graph paper trying to figure out how to go about writing a "true" isometric tile engine. This looks a little better, though not by much. I am ripping into the XNA Resources updated Tile Engine which doesn't support isometric tiles yet. This is what I've come up with for determining the origin of the tile. I'm not sure why I'm getting space between my tiles.tileDraw.X = originOffset + (halfTileWidth * (x-y))
tileDraw.Y = halfTileHeight * (x+y)
new Point(-halfFloorTileWidth, halfFloorTileHeight - wallHeight)
new Point(0, 3*halfFloorTileHeight - wallHeight)
Please ignore the magenta halos around each tile, Photoshop decided to anti-alias my tile edges.static class Tile
{
static public Texture2D TileSetTexture;
static public Rectangle GetSourceRectangle(int tileIndex)
{
return new Rectangle(tileIndex * 192, 0, 192, 128);
//above values are hardcoded: 192 = (tileWidth + hOff)
}
}
x = (x * tileWidth) - (y * hOff)
y = (y * tileHeight)
startingOff.x = (mapHeight - 1) * hOff
startingOff.y = 0