01-11-2016, 02:32 PM
Pretty sure using the 3d rendering (especially since the GPU tends to be involved) also comes with a risk.
It sounds all well and good, but there's still a lot of people with older computers.
When an older computer comes into play, a common result is that the game is completely un-playable.
This also isn't helpful to the developer, since this upsets would-be players.
Usually it's best to default to 3D or GPU-accelerated rendering, and fallback to software rendering.
At least until everyone actually has the capability to upgrade to computers that supports that, which contrary to popular belief, is not always that simple.
I don't have any particular problems with the newer / experimental / next-gen technologies, but it is important to balance things out and work around the obstacles they present wisely. Personally, if using 3d-rendering made the difference between a player actually even PLAYING my game, or not, I'd say the z-sorting issue is a bit negligible. (Not to say it doesn't kinda annoy me, cuz I've seen games do this...)
@ddp:
hmm, so tiles twice as high as wide? interesting... normally everyone uses square tiles (not that i have ANYTHING against normal rectangles) What drove this decision? And yes, I hear tiled is pretty powerful/useful. I personally probably won't use it in my games for now tho since I'm not used to parsing XML files. (I also need to learn how to use it sometime.) It does explain how you manage to make new mock-ups so quickly, though.
And another note, although I didn't thank his post before for some reason, chris definitely has the right idea with maybe trying some mossy variants or something.
It sounds all well and good, but there's still a lot of people with older computers.
When an older computer comes into play, a common result is that the game is completely un-playable.
This also isn't helpful to the developer, since this upsets would-be players.
Usually it's best to default to 3D or GPU-accelerated rendering, and fallback to software rendering.
At least until everyone actually has the capability to upgrade to computers that supports that, which contrary to popular belief, is not always that simple.
I don't have any particular problems with the newer / experimental / next-gen technologies, but it is important to balance things out and work around the obstacles they present wisely. Personally, if using 3d-rendering made the difference between a player actually even PLAYING my game, or not, I'd say the z-sorting issue is a bit negligible. (Not to say it doesn't kinda annoy me, cuz I've seen games do this...)
@ddp:
hmm, so tiles twice as high as wide? interesting... normally everyone uses square tiles (not that i have ANYTHING against normal rectangles) What drove this decision? And yes, I hear tiled is pretty powerful/useful. I personally probably won't use it in my games for now tho since I'm not used to parsing XML files. (I also need to learn how to use it sometime.) It does explain how you manage to make new mock-ups so quickly, though.
And another note, although I didn't thank his post before for some reason, chris definitely has the right idea with maybe trying some mossy variants or something.