Tivoilos Posted March 5, 2013 Author Share 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. Link to comment Share on other sites More sharing options...
DMF Posted March 6, 2013 Share 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. Link to comment Share on other sites More sharing options...
lollicat Posted March 6, 2013 Share 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. Link to comment Share on other sites More sharing options...
Synergy Posted March 6, 2013 Share Posted March 6, 2013 Maybe a nice custom version, but not for the official version. Link to comment Share on other sites More sharing options...
isoprog Posted March 6, 2013 Share Posted March 6, 2013 +1\. Eclipse dev should implement it ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png). Link to comment Share on other sites More sharing options...
Smasher Yoshi Posted March 6, 2013 Share 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. Link to comment Share on other sites More sharing options...
DMF Posted March 6, 2013 Share Posted March 6, 2013 custom only since its not something that should be out of box. Link to comment Share on other sites More sharing options...
Tivoilos Posted March 6, 2013 Author Share 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. Link to comment Share on other sites More sharing options...
Guest Posted March 6, 2013 Share 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. Link to comment Share on other sites More sharing options...
SawQuart Posted March 6, 2013 Share Posted March 6, 2013 The whole rendering engine would have to be rewritten… Link to comment Share on other sites More sharing options...
Tivoilos Posted March 7, 2013 Author Share 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. Link to comment Share on other sites More sharing options...
Jeff Posted March 9, 2013 Share 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. Link to comment Share on other sites More sharing options...
tslusny Posted March 9, 2013 Share 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. Link to comment Share on other sites More sharing options...
dreamlarp Posted March 25, 2013 Share 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? Link to comment Share on other sites More sharing options...
Guest Posted March 25, 2013 Share 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. Link to comment Share on other sites More sharing options...
Dr.House Posted March 25, 2013 Share 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?![](http://www.freemmorpgmaker.com/files/imagehost/pics/e21c2b0c2952cdb7517896f844b370b4.png) Link to comment Share on other sites More sharing options...
Guest Posted March 25, 2013 Share Posted March 25, 2013 > ![](http://www.freemmorpgmaker.com/files/imagehost/pics/e21c2b0c2952cdb7517896f844b370b4.png)![](http://i0.kym-cdn.com/entries/icons/original/000/004/862/nigga-you-gay.png) Link to comment Share on other sites More sharing options...
Dr.House Posted March 25, 2013 Share Posted March 25, 2013 Yes I am gay, how about you? ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/happy.png) Link to comment Share on other sites More sharing options...
Guest Posted March 25, 2013 Share Posted March 25, 2013 ![](http://www.troll.me/images/joseph-ducreux/heuy-easy-fella-you-got-me-there.jpg) Link to comment Share on other sites More sharing options...
cheatking Posted March 25, 2013 Share 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? Link to comment Share on other sites More sharing options...
Stach Posted March 26, 2013 Share 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. Link to comment Share on other sites More sharing options...
Exception Posted March 26, 2013 Share 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 Link to comment Share on other sites More sharing options...
Guest Posted March 26, 2013 Share 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. Link to comment Share on other sites More sharing options...
dreamlarp Posted March 26, 2013 Share 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. Link to comment Share on other sites More sharing options...
Guest Posted March 26, 2013 Share 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,![](http://img560.imageshack.us/img560/1724/maleandfemalefinal.png) Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now