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Geek Culture / questions about isometric tile placement

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Phaelax
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Posted: 25th Nov 2012 00:39
How?

After looking at several isometric tilemaps, I can't seem to find any consistency. On some, the bottom corner of the tiles are the bottom of the image, others start that corner in the middle. I thought dimension-wise the height was half the width, but this doesn't seem true either. It's making it rather difficult to build a proper editor when so many tiles are different.

"You're not going crazy. You're going sane in a crazy world!" ~Tick
heyufool1
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Posted: 25th Nov 2012 00:50
I actually just started making my first isometric game, so I found a very nice resource. http://pixel-zone.rpgdx.net/shtml/tut-isometric2.shtml This page and the next are both excellent explanations and examples of isometric tile placement. The lines of a simple square have slopes of 1/2 and -1/2 so the height is half the width.

- Demo!
Phaelax
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Posted: 25th Nov 2012 03:29 Edited at: 25th Nov 2012 03:34
Didn't really help. My question is more about placement rather than drawing. Plus, some of the links on that site lead me pages of naked chicks for some hookups.

Maybe this image will help explain. The box around each of the three tiles represents what the actual individual image would be. Basically, where is the base of the image?



"You're not going crazy. You're going sane in a crazy world!" ~Tick

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heyufool1
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Posted: 25th Nov 2012 04:16
Sorry about the links, never clicked any of them I can't explain the tiling better than page 2 of the previous link, so I'm not sure if you saw it, but here's the other page: http://pixel-zone.rpgdx.net/shtml/tut-isometric3.shtml

I'm new to the concept myself so I can't explain it better than the animation of the 4 corners coming together. I can try to help more tomorrow with one of my examples when I have more time.

- Demo!
Phaelax
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Posted: 25th Nov 2012 04:21
That doesn't tell me anything. It only shows how it should look, which I don't have a problem doing.

http://forum.thegamecreators.com/?m=forum_view&t=199418&b=6

My question is related to how the images are stored as a tileset or individual tile files. My code needs adapted depending on how tilesets are designed. Are tiles always positioned at the bottom of an image as seen in the 1st and 2nd tiles? Or is it centered like the tile on the right?

"You're not going crazy. You're going sane in a crazy world!" ~Tick
heyufool1
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Posted: 25th Nov 2012 05:54
Ah, sorry for the confusion. It's all a matter of preference. Though, I believe the half height method is more common. I wish I had a better answer

- Demo!
nonZero
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Posted: 25th Nov 2012 10:45 Edited at: 25th Nov 2012 10:45
This tutorial is starting point:
http://forum.thegamecreators.com/?m=forum_view&t=194515&b=7
I remembered it because I was considering making an ISO-RPG with a custom level maker at the time (I've dropped it and many projects since, lol). Hope this helps a little.

Basically, for a diamond map, he says something like this:


RP Functions Library v1.0

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Phaelax
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Posted: 25th Nov 2012 10:58
That doesn't help either. I'm obviously not stating my question properly.

"You're not going crazy. You're going sane in a crazy world!" ~Tick
Seppuku Arts
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Posted: 25th Nov 2012 11:04
Have you got some examples? Might help make what you're asking a wee bit clearer.

nonZero
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Posted: 25th Nov 2012 12:00 Edited at: 25th Nov 2012 12:01
I think I know what you mean... Image-pasting righ? I'd say use a rectangle tile with an iso base and alpha background. It's easier than rotating the tiles in your program and it'll make this bit easy:

Get the centre-base of the grid tile and anchor the centre-base of the image tile to it. In terms of priority, based on the aforementioned tile numbering system, it's easy to prioritise they "overlapped" tiles.

You could also just centre everything but I foresee a lot of memory-wasting in that method (extra image area).

...Is that maybe what you wanted? If so, I'll try and make a visual example but my art looks dreadful.

RP Functions Library v1.0

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Van B
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Posted: 25th Nov 2012 16:53 Edited at: 25th Nov 2012 16:58
It depends I think, on how you position the sprites/pastes. I would tend to allow a few pixels as a border, then have the tiles more 3D, then offset it to the middle of the diamond. Something like this...



Then taller tiles might have double the height, but always with the diamond at the bottom. As long as your diamonds slot together you can do it however you like, I tend to have the top and bottom of the diamond 4 pixels wide, for the left and right sides of the next row of tiles to meet up with.

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nonZero
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Posted: 25th Nov 2012 18:04 Edited at: 25th Nov 2012 18:09
Well, here's my visual example. Pretty much what Van B said graphics wise - except I've done a cheap and easy render that's 1:1 cubes so it looks kinda like voxels. It's sorta inspired by some of the iso games I played on when I was younger. Again, excuse the crappy art, I'm just trying to show what I meant about the code side of it:


[EDIT] Assuming the numbering is the same as in my previous post:


RP Functions Library v1.0

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