isometric game engine
ddark ddark

I have started development of a isometric based engine. The tiles are 32x16. Here is a link. Any feedback is welcome. :D

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.

tobing

Can you have different heights with your tiles? How would you handle the coordinate transformations then?

OICW

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"}591538

One question I'd like to ask you: isn't it probably better to use 32x15 instead of 32x16 tiles? They better stick together.

Kibiz0r

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...

ddark ddark

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...

Ceagon Xylas

Yes, the houses are off perspective.

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