Before I forget, thanks Pypes I fixed the chest perspective at my end well spotted.
Solarus looks interesting but this game is coded from scratch in Java by a talented French guy, complete with cutscenese and throwable chickens.
Here's his site
http://alembrume.fr/Episode 1 but its already playable for free on Windows and Google Play Store.
English is a bit sketchy and I came in really late and hardly did anything (besides the title screen which was an unfinished draft
)
Ep 2 won't be too far off as he's a pretty quick developer.
To be honest, some of the stuff I'm doing probably won't even make it into this project but we're discussing starting another project soon in a similar vain but with fully custom graphics and more in-depth gameplay.
I like the Zelda all directions wall thing, but to me it only feels right in perspective:
Ugh...the more I think about the perspective the more my head hurts.
Doing it your way looks heaps better for that static image but it makes so many extra tiles that can only be used in certain places and not in others or there will be some nasty perspective conflicts.
Especially the way your pillars have 2 sets of perpsective.
The problem amplified by this game's resolution being higher than Zelda, so we have potential for more conflicts visible at one time.
Here's an example of how my tiles work now with the outside corners added in:
Simple solution would be to simply not design rooms like this but the coder seems to like these outside corners.
Or I could simply do the pillars on the corners instead as Pypes suggested, making perspective along walls and doors much easier to fudge.
Thanks for the input though.
Hopefully I get time to revisit this or I'll be forced to learn from it and move on.
Need to design a kind of grand entrance for this coming in from the forest which will fill the top part of the whole screen (like Seyken: Crystal Kingdom does but with a straight 3/4 perspective).
Just lacking the creativity I need to base this on