I have started development of a isometric based engine. The tiles are 32x16. Here is a link. Any feedback is welcome.
http://img443.imageshack.us/my.php?image=untitledlf7.png
I'm demonstrating the ability to create a x,y isometric tile, all those doodads are selectable via my mouse. I do have the ability to figure out the exact per pixel isometric coordinates.
Can you have different heights with your tiles? How would you handle the coordinate transformations then?
Congratulations. Looks like you've got further than me, before I abandoned it. No selecting, no doodads. At least different heigts and slopes (graphics ripped from TTDX).
{"name":"591538","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/2\/42a921c9d5459fe14c97c4a42cc735bc.png","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/2\/42a921c9d5459fe14c97c4a42cc735bc"}
One question I'd like to ask you: isn't it probably better to use 32x15 instead of 32x16 tiles? They better stick together.
Isn't the purpose of isometricity (new word) to deliver a fixed form of 3d using 2d graphics? Well, from that screenshot, it really looks like plain top-down. Granted it is just the graphics that deliver that illusion, and not the coding, but it might be worth throwing out there anyways...
Well sprites are a problem for me I'm using 4:3 from "reiner's tiles". That aspect ratio is practically top down view... this makes me think I'm not able going to at least smuggle the trees and doodads off his website. Any suggestions? I need like 2:1... Also, 32x16 is a 2:1 ratio for my diamonds. For height I never thought about that too much, I will have to give it some consideration.
I did a quick hack and came up with this.
http://img266.imageshack.us/my.php?image=untitledvg3.png
Anyone think it doesn't look like 2:1 iso? the houses are 120x64...
Yes, the houses are off perspective.