The main world change for 3D are of course the tiles, specifically walls and doors. Making tiles into 3D versions for the perspective camera means that I can take a whole lot of screenshots (and totally pad my blog post
MicroRogue DevDiary #65 – Wall logic cleanup
Well, time to fix the billion issues I have with tile collisions and such. Firstly, I need to fix fog of war, which is now somewhat broken. The complication was having wall side and top have separate visibility. Now I’m
MicroRogue DevDiary #64 – Walls and doors, again
Sometimes I look at my old stuff and can’t help but think “what the hell is past me smoking?” My floor, wall, door and all other entity layering/sorting render logic is stupidly complex. It’s not necessarily bad and it’s advanced
MicroRogue DevDiary #54 – Wall and door visuals
Okay, so now I need to untangle the mess I made with the tiles and walls in the previous post. First, I’m getting rid of the “features” that I don’t want and need to redo differently. And then reimplementing the
MicroRogue DevDiary #53 – Tile door attempt
Future note: Well, this blog post is now called an “attempt” because (spoiler alert) below is me failing to properly make the feature I wanted. Oh well. I still feel I will document this as a “full day spent working
MicroRogue DevDiary #52 – Wall tops
So I have been thinking on how I am going to do my walls. No matter how I twist it, I have got to have additional sprites to visually show the verticalness of the level and walls. I am treating