Using the Oval Command is not so clever, since it's a slow command. Better draw an image that contains your Oval.
If the texture is smaller, then the oval will be blurred due to texture filtering, and it may look less blocky.
I'll give this a shot later, cheers.
There is still the renderworld option to create your shadowmap. Think about to use an isometric CameraProjMode for this!
As I mentioned in an above post, I've given this a try, also. I dumped the idea for the reasons above.
A further option would be to use a sprite or quad underneath each fruit, aligned to the ground.
This (same as what MSW is also suggesting, I think) would probably work for the fruit as they never move and are situated always on flat ground. However, the dynamic stuff (player, enemies, etc.) can go up and down hills - the level is terraced - so I would need a way to make the quad hug the level geo. :/
Maybe you should post a screenie of the scene, so we see what it is about.
OK, I'll do that later - I'm not on my home machine at the mo.
Tea virus: I think that method maybe too slow for my needs - I really need to update the shadow map every frame else the shadows will lag behind the entities.
Thanks for all the input, folks!
I'll get back to this when I get home. :)