I didn't make enough progress to post but here's a tip on handling isometric tiled maps with height if you're interested, you'd think the most logical solution is to have a 3d array, but they made it in a simpler way on snes and gba. The trick is to have a 2d array that contains height data for the top tiles, have a background layer that contains all tiles, and the foreground layer that contains only the tiles that would cover a tile/actor if it was behind it, now you only need to check if the two tiles bellow the actor's tile have a higher depth than the actor's, if so draw it behind the foreground, if not draw it on top of everything, this way you pretty much skipped dealing with Z depth shenanigans, the background can even be a single sprite and not even a tiled map and it'll still work, it's fast and memory efficient even gba can run it flawlessly.
Oliver Murphy
source
Jordan Brown
Not enough progress in this thread. Working on some backgrounds. It's cloudy outside today.
Adrian Phillips
How many pairs of matching programming socks and panties should I have?
Asher Butler
An easy way would be to learn what booleans are. Next, learn about bitflags. Why do people always miss the fucking strings
Oliver Edwards
It's just a Mugen port with some OC characters thrown in
Not Karateman, he's just good to test stuff
Oliver Reed
How does AGDG feel about physically presenting your game at shows and shit
Anthony Rogers
Looks good. Seeing space ships flying through a jungle like that reminds me of Jaburo from Gundam.