Isometric

BlitzMax Forums/BlitzMax Programming/Isometric

supermeerkat(Posted 2005) [#1]
What settings are need to produce an isometric effect? What angles are used?

Thanks very much


Dreamora(Posted 2005) [#2]
Depends on the kind of game.
Angles: 30 / 45 / 60 degree
Beside this you need a lot of tiles and an isometric engine, that is able to deep sort the tiles correctly, so you have the "front - back feeling" which is needed to fake the 3d environment.


supermeerkat(Posted 2005) [#3]
I was planning something in the way of Alien8 ( )

This is just the beginning, so I have a lot of research to do.


ImaginaryHuman(Posted 2005) [#4]
I remember Alien8 on the Amstrad CPC464!


Dubious Drewski(Posted 2005) [#5]
I tried the isometric method for a while until I realised that stacking
tiles in a vertical/horizontal configuration will look and behave
just the same.
If you're interested, download the rpg engine in my sig and see what I mean.

For sorting the tiles, I gave them all z values and made the engine
sort them for me. It works well.


Diablo(Posted 2005) [#6]
why not try my iso engine too. check the sig for wisp. its open sourced so you can do what ever with it.


Panno(Posted 2005) [#7]
the old gfx looks genial


supermeerkat(Posted 2005) [#8]
Thanks very much chaps! I'll have a look at both of your engines and let you know how I got on