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I don't think displaying an outline of your character will be CPU intensive (unless you have thousands of players to display). You just need to have 2 sets of images for your characters: 1 with only the outline (O sprite) and one with the rest of the character (C sprite). If you're having high tiles, you probably already draw them in the correct order ...


3

These are (simplified version of) the formulas I use in my current project wizardwar.com: tile_x = screen_y - 0.5 + screen_x; tile_y = (screen_y - 0.5 - screen_x) * -1; By the way: I would recommend you to use different terminology for screen-coordinates and world-coordinates to avoid mixups. I use x and y for screen coordinates and left-down and ...


0

What you're looking for might be more of a steering technique than a path finding technique. There is a simple steering technique that you can use when there are no dynamic obstacles. Since you already use A* you have the skeleton of a path (regions connected by straight lines). By having your agent move directly towards the furtherst point on the path it ...


1

//temp helper variable var moveAmount = Point.Zero; if (InputHandler.KeyPressed(Keys.A) || InputHandler.KeyPressed(Keys.Left)) moveAmount.X -= 1; if (InputHandler.KeyPressed(Keys.D) || InputHandler.KeyPressed(Keys.Right)) moveAmount.X += 1; if (InputHandler.KeyPressed(Keys.W) || ...


0

Iso-tiled maps needs "Z-axis" work, where you must draw from the upper left, moving to the bottom right, as you already know, you must overwrite already existing tiles. Your code right now is a basic work for common 2D tilesets. if (this.orientation == 'isometric') { // Isometric maps drawX = x * (cell.w / 2); drawY = y * (cell.h / 2); } This ...


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From the screens it's kinda obvious, that your tiles are positioned wrong. So it seems your X axis needs to go from top-left to bottom-right and Y axis from top-right to bottom-left. Right now X goes from left to right and Y from top to bottom. Can you update your code to accommodate for that? Also your spacing between the tiles is too big, but first - ...



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