Path: chuka.playstation.co.uk!news From: "Andrew Murray" Newsgroups: scee.yaroze.freetalk.english Subject: Re: walking up tiles Date: Sun, 26 May 2002 00:58:03 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 31 Message-ID: References: NNTP-Posting-Host: modem-857.blotto.dialup.pol.co.uk X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 Is it an isometric game? I know someone who did a 2d isometric game where there where different hights involved. I think a flag should do though, if the angle if the slope is the same in all scenarios you could just have a flag stating that it is a hill tile and therefore should be moved up N pixels in the y direction for every few pixels in the x/y direction... does that make sense, or am I running rings around myself?? Max "Nigel Critten" wrote in message news:aconi3$et15@www.netyaroze-europe.com... > Hi, > > Quick question, I've just started a new tile based game, scolling maps and > all that, all the ones I''ve done in the past have always been blocks so > I've never had to worry about running up hills sliding down them etc. the > way I've seen discused in the past is to have a second map with black and > white versions of the tiles, white being solid, so I look ahead to see what > is coming up if the pixel is white I would need to look up a pixel to see if > the next one is white, is there an easier way of doing it, can anyone point > me in the direction of an online tutorial or article on this? > > Cheers > Nigel > >