Tivoilos Posted March 5, 2013 Author Posted March 5, 2013 I'd love to see eclipse be able to use a isometric perspective this would make more available type of games, different styles.
DMF Posted March 6, 2013 Posted March 6, 2013 iso is not an easy art to make so that be a no. srry but thats something some one would add in.
lollicat Posted March 6, 2013 Posted March 6, 2013 Actually, I'd love to see an isometric engine, though I doubt it would happen. Isometric art is really fun, hoohoo.
Synergy Posted March 6, 2013 Posted March 6, 2013 Maybe a nice custom version, but not for the official version.
isoprog Posted March 6, 2013 Posted March 6, 2013 +1\. Eclipse dev should implement it .
Smasher Yoshi Posted March 6, 2013 Posted March 6, 2013 I think it would be a good alternative as a custom version, like what we have with Project Vertigo, but not for the original eclipse.
DMF Posted March 6, 2013 Posted March 6, 2013 custom only since its not something that should be out of box.
Tivoilos Posted March 6, 2013 Author Posted March 6, 2013 I just feel that eclipse would benifit from this like benifit i mean a wider player base. there arent really any isometric engines out there. but i do knowbit isnt really "easy" there is alot more involved with stuff.
Guest Posted March 6, 2013 Posted March 6, 2013 Someone would have to take it upon themselves and make it a custom engine. I have some sexy isometric sprites I payed for that are now available for public use.
SawQuart Posted March 6, 2013 Posted March 6, 2013 The whole rendering engine would have to be rewritten…
Tivoilos Posted March 7, 2013 Author Posted March 7, 2013 Yep would be alot of code haha goodluck to who ever does it i coded a small game in flash with isometric once it was a pain in the butt.
Jeff Posted March 9, 2013 Posted March 9, 2013 Actually I don't think it'd be that hard, you'd just have to rewrite the rendering engine as Jungle said. The math is pretty simple for it IIRC, and nothing serverside changes at all(obviously). If someone really had the motivation to do it it'd probably just take 5-10 hours– possibly significantly less if you're experienced with the engine. I bet one of the head developers could crank it out in 2-3.
tslusny Posted March 9, 2013 Posted March 9, 2013 It won't be that hard2do. Just replace normal movement with diagonal and modify map editor. It is only pseudo way how to do it, but it should work. But i think it is not good feature for new engine. If i will have (tons) of free time to waste, i can make some isometric CV, but now i am a bit busy.
dreamlarp Posted March 25, 2013 Posted March 25, 2013 Why would it have to be re-written? Using tiles and characters like Reiners sets and proper mapping would do it. Wouldn't it? What else would be needed in the engine for iso to work?
Guest Posted March 25, 2013 Posted March 25, 2013 > Why would it have to be re-written? Using tiles and characters like Reiners sets and proper mapping would do it. Wouldn't it? What else would be needed in the engine for iso to work?The actual ability to walk diagonally, which adds a whole new set of things into the game.
Dr.House Posted March 25, 2013 Posted March 25, 2013 > Why would it have to be re-written? Using tiles and characters like Reiners sets and proper mapping would do it. Wouldn't it? What else would be needed in the engine for iso to work?
Guest Posted March 25, 2013 Posted March 25, 2013 > 
Dr.House Posted March 25, 2013 Posted March 25, 2013 Yes I am gay, how about you? 
Guest Posted March 25, 2013 Posted March 25, 2013 
cheatking Posted March 25, 2013 Posted March 25, 2013 Really now? Reaction images?Anyway the only real code changes would be for rendering wouldn't it? It's still a 2D grid, just displayed differently isn't it?
Stach Posted March 26, 2013 Posted March 26, 2013 The engine wouldn't have to be re-written. All you really need to do is adjust the way the tiles are rendered.
Exception Posted March 26, 2013 Posted March 26, 2013 Isometric is ridiculously easy. Allow me to provide some pseudocode for your input and rendering calculations.For j = 0 to MaxMapXFor k = MaxMapY to 0 Step -1Tx = (j * TileWidth / 2) + (k * TileWidth / 2)Ty = (k * TileHeight / 2) - (j * TileHeight / 2)RenderTile Texture, Tx, Ty, blah, blah, blah.NextNextWhat you need to do in terms of layers should be obvious, but in case if you don't know, offset the layer's y by half it's tile height.Then, change your movement processing to reflect that, item/resource/blood rendering, and bingo.And try not to desperately struggle, otherwise I'll have to reinstall VB6 - which I'm trying to resist - and do it for you all. x_x
Guest Posted March 26, 2013 Posted March 26, 2013 Thats true, it would be rendering, because all movement really is, is rendered graphics. If you wanted REAL and FLUENT isometric, I'm sure it would take some time though. Walking diagonally, and attacking and having everything work with diagonals changes alot. Like how would projectiles work? You have more to edit than just the way it renders the character.
dreamlarp Posted March 26, 2013 Posted March 26, 2013 Well we need a iso engine done then. If a coder could take this on we could probably get artwork to use for the example engine.
Guest Posted March 26, 2013 Posted March 26, 2013 > Well we need a iso engine done then. If a coder could take this on we could probably get artwork to use for the example engine.I've said this time and time again, I have sprites that ICT made, isometric, with diagonal walking paths. If I can find them, I'm willing to release them. They were paid for by mwa.EDIT: Found them,
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