Characters in my 2D isometric game are composed of several sprites corresponding to particular body parts (head, torso, upper arm, lower arm, etc.) which let me extensively customize my characters ...
I don't think this exact question has been asked already (I've done a lot of searching but come up empty).. I am trying to work out what would be described as the 'L0 Tile' distance between two points ...
I understand this is a little vague, but I was hoping somebody might be able to describe a high-level workflow or link to a resource to be able to achieve a specific isometric "2.5D" tile engine ...
I am making a tile-based strategy game which i plan to have 2.5D visuals in an axometric/isometric fashion. Right now i'm programming it's logic and rendering it as a literal 2-dimensional array ...
I have tried searching and reading for an answer, but the information I could dig up either didn't fit what I need or was in the form akin to "Just multiply the vectors with the inverse matrix of.." ...
I want to make a game (turn-based RPG) that looks very similar to Bastion. Here is what I need to implement: -> The overworld is 2d, with an isometric view. The graphics would in no way be rendered ...