A specific 3D perspective technically defined as having all 3 axes being exactly 120 degrees apart. In early video games, it is often slightly off to account for smoother pixel lines.

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-1
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0answers
22 views

Isometric layer moving inside map

i'm created isometric map and now trying to limit layer moving. Main idea, that i have left bottom, right bottom, left top, right top points, that camera can not move outside, so player will not see ...
4
votes
3answers
365 views

How can I generate isometric sprite sheets from 3D animations?

I want to generate sprite-sheets for an isometric projection of various 3d assets purchased from the Unity3D asset store. I'd preferably also render the normal maps. I am a programmer, but new to 3D ...
23
votes
1answer
4k views

Difference between “staggered” isometric and “normal” isometric tilemaps?

The Tiled Map Editor v0.9 recently added support for staggered tilemaps in addition to its usual isometric tilemap support. What are the exact technical differences between these two types of ...
0
votes
2answers
49 views

Isometric projection start point

I have a question about isometric projection: Why did in all tutorials and examples start point for isometric is in left top corner ? For example in cocos2d 3.1 my start screen point in left bottom, ...
2
votes
3answers
228 views

How to rotate a 3D character on top of a plane with an isometric picture on it

How to calculate the angles of the 3d charater so that it fits into the isometric environment projektet on a 2d plane? Also, how do you calculate the rotation of my character? What I want to achieve: ...
0
votes
0answers
97 views

Picking tiles in an isometric diamond map

I am rendering a isometric map with the following code: for(var x = 0; x < MAP_WIDTH; x++) { this.map[x] = []; for (var y = 0; y < MAP_HEIGHT; y++) { var screenX = ...
0
votes
0answers
24 views

Map to Screen Coordinates for isometric style map with tile height of 71 and width of 110

I am aware of the coordinates to convert map to screen coordinates and back with isometric tiles with a height and width ratio of 2:1. What I need is the same for tile width of 110 and height of 71, I ...
0
votes
1answer
69 views

Tilemaps and colour overlays

I am currently developing an isometric tile game for android. I am currently working on how I to handle rendering the tiles in an efficient way. So I was wondering about the possibility of using a ...
2
votes
1answer
106 views

Drawing tile images with bigger height on floor tiles on 2.5D isometric map

Hello I am creating my first isometric game. I have floor tiles which are 112*56 in size. This is a simple strategy game I am making, it's an existing game, I just copied the idea for practice since ...
3
votes
1answer
57 views

How to calculate whether a cuboids face edge is infront of or behind another for sorting

I'm building an isometric game, I want to position and sort objects in a particular way. All my entities have 3d bounds which determines their cuboid, looking my example, a different edge is used to ...
2
votes
0answers
151 views

Libgdx - IsometricTiledMapRenderer and light shading

I am wondering if there is any way to simulate light shading in Libgdx using an IsometricTiledMapRenderer. Here is my code to draw an isometric map, it's able to be moved around with the mouse and ...
1
vote
0answers
72 views

convert image to spritesheet of tiles for isometric map?

is there a way to convert an isometric image (like the first image) to a spritesheet (like the second image), in order to place each image on the isometric map with the code? The map looks like the ...
0
votes
0answers
80 views

XNA - Finding boundaries in isometric tilemap

I have an issue with my 2D isometric engine. I'm using my own 2D camera class which works with matrices and need to find the tilemaps boundaries so the user always sees the map. Currently my map size ...
3
votes
1answer
1k views

Collision Detection on floor tiles Isometric game

I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where ...
0
votes
0answers
89 views

Zooming in isometric engine using XNA

I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house ...
1
vote
1answer
492 views

Adapting tilemap algorithm to support isometric tilemap

I'm using Phaser to build an isometric game. The framework doesn't have support for isometric tilemaps yet, so I'm starting to write a PR for it to support. What I currently have, loading an ...
2
votes
1answer
186 views

Best visual way to build a “near isometric” 2D view

I'm working hard in a 2D platform game, as far as I got is a standard 2D view (only x and y are visible) But I want to change the perspective so I can see the floor also. But the MapBuilder I ...
1
vote
1answer
104 views

Rendering models in isometric view

How to setup the rendering and camera for isometric gameworld projection? And specifically how do i get the images exactly the right size? What angles to use to get the exact 2/1 isomtric view? ...
1
vote
1answer
148 views

How do I use tiles and sprites together in an isometric scene?

I'm trying to write a 2D isometric scene. Rendering order is complex, since both tilemaps and sprites are different concepts. Rendering one of the 2 before the other will draw the scene incorrectly. ...
0
votes
0answers
68 views

Calculate iso coordinates for tiles

In my setup I have tiles that have the properties isoX, isoY and isoZ. And their screen coordinates x and y. isoX, isoY and isoZ represent the point in the so called "3d space". These are then used ...
1
vote
0answers
77 views

should web-based isometric games be developed in 45° or is 30° acceptable? [closed]

My illustrator is preparing me some isometric objects and he told me that from the graphical point of view it is better to use a 30° angle rather then 26.6° as in normal isometric games. Should I ...
0
votes
3answers
93 views

How would I apply my isometric art onto isometric CSS with correct Z-indexing

I have been trying to wrap my head around how to apply my isometric art into an array like so with correct z-indexing In the long run I want to be able to select a specific tile and depending on ...
0
votes
1answer
78 views

How do I apply a Isometric tile to a Diamond shaped Div

I want to be able to apply my isometric tile To a diamond shaped div However I can't seem to create the isometric shaped div. Closest I got to it was this http://jsfiddle.net/P3yKr/2/ but even ...
2
votes
3answers
860 views

Isometric to screen, screen to isometric for irregular projection

I have isometric assets that unfortunately can't change and need to work out the projection for those. Here is how a tile looks like: The tile image width/height ratio is 0.(6) (height/widht = ...
1
vote
0answers
71 views

Cannot distinguish depth in an isometric cube

I am having a problem with distinguishing different depths in my new 'game.' It is a game similar to Minecraft, only it is rendering in isometric format. The problem is, I cannot think of a way to ...
1
vote
0answers
118 views

XNA 4.0 isometric 2.5 D with elevation tutorial? [closed]

Does anybody know of a tutorial (book, series of articles?) that would cover creating a very large 2.5 isometric game with elevation; preferably in XNA 4.0? I'm looking to create something along the ...
0
votes
1answer
297 views

How to compute tile offset for different isometric angles?

I am working on an isometric game and the designers want to use a different isometric angle than the default one, where I simply had to do a 2/1 offset based on tile size. I know what the new ...
0
votes
1answer
418 views

Units, Layers, and Isometric Ordering

I'm currently using LibGDX and Tiled map editor to render isometric maps. I'm having a two related difficulties. The first issue is, when do I render units that will end up changing position often ...
0
votes
1answer
171 views

isometric coordinates issue: (0,0) and (5,5) are flipped?

I am having an issue with the isometric coordinates. When I enter the coordinates (5,5), the character should be at the bottom corner of the tile, but it is at the top corner, (5,5) and (0,0) look ...
0
votes
1answer
79 views

How can I use the same number of tiles in any screen resolution, with an isometric projection?

I have an isometric grid with 64x32 diamond images. Each tile is a class, each instance is in a 2D array. Players have different screen resolutions and the grid must take up the whole screen. ...
1
vote
2answers
221 views

IsoMetric Map draw: sort with Topological Sort, Z-Buffer and anchor point

I'm writing an IsoMetric renderer for my html5 isometric game. The isometric renderer should be able to render objects with floating point coordinates. DEMO: http://matt93.altervista.org/game/ ...
6
votes
0answers
217 views

Rotation pitch/yaw reverse problems when picking a tile (2.5D) [closed]

Set-up: 3D world, isometric sprite rendering (4 fixed angles). This transform matrix is used as camera: _transform = Matrix.CreateRotationZ(Roll) * ...
2
votes
2answers
135 views

Isometric objects are mapped incorrect angle, but the map is fine. What am I missing?

I laid out my iso map and it's fine, but when I add my sprite actors they get located in the correct location but they are laying down not standing up. I tried rotating them on the z by 45 but then ...
0
votes
1answer
161 views

Ground contact point for animated character sprites in an isometric game?

I'm working on an isometric game. I have the 3D pre-rendered sprites for directions per state (walking/running, etc.) per frame. Now I need to know where a particular character stands on the ground to ...
0
votes
1answer
438 views

How do I use setFilmSize in panda3d to achieve the correct view?

I'm working with Panda3d and recently switched my game to isometric rendering. I moved the virtual camera accordingly and set an orthographic lens. Then I implemented the classes "Map" and "Canvas". ...
0
votes
1answer
241 views

Why does my isometric rendering technique leave large gaps between tiles?

I've followed tutorial after tutorial for converting from cartesian coordinates to isometric coordinates. The cartesian behavior of my game works fine... that part is easy... For the most part, I can ...
0
votes
3answers
327 views

How can I create a tile set that will allow me to render a soccer pitch in perspective?

I am making a soccer game that needs a large pitch image (the whole play field area is about 3300 * 1200 pixels). I know I should use the Tiled map editor to create a tile map so that I can create ...
1
vote
2answers
476 views

Algorithm to find all tiles within a given radius on staggered isometric map

Given staggered isometric map and a start tile what would be the best way to get all surrounding tiles within given radius(middle to middle)? I can get all neighbours of a given tile and distance ...
1
vote
1answer
285 views

Detecting tile with height in isometric game

I'm trying to create an isometric tile-based game (for iPhone) and I'm having trouble with height in tiles. What I currently do (without heights) is apply some mathematic transformations to my ...
0
votes
1answer
155 views

Isometric Movement in Javascript In the DOM

I am creating a game using Javascript. I am not using the HTML5 Canvas Element. The game requires both side view controlles, and Isometric controls, hence the movementMode variable. I have got the ...
0
votes
1answer
189 views

isometric background that covers the viewport

The technique I use now is a loop with an innerloop that draws images on a canvas element, but it looks like a rotated square. This is a nice example that covers the whole viewport. I have read ...
4
votes
2answers
230 views

Precision loss when transforming from cartesian to isometric

My goal is to display a tile map in isometric projection. This tile map has 25 tiles across and 25 tiles down. Each tile is 32x32. See below for how I'm accomplishing this. World Space World Space ...
3
votes
1answer
266 views

How do I detect collision with isometric walls?

I will use game called "Project Zomboid" as an example. Here is a pic how does it look > How should I handle player's collision with walls constructed like that? It's easy to handle walkable and ...
2
votes
1answer
228 views

Handling buildings in isometric tile based games

A simple question, to which i couldn't find a definitive answer - how to manage buildings on a tiled map? Should the building be sliced in to tiles or one big image? EDIT: The game is being built ...
0
votes
1answer
150 views

Isometric displaying two different images in different positions

I'm creating a simple Isometric game using HTML5 and Javascript, but I can't seem to get the display to work, at the moment i have 9 tiles that have X and Y positions and the player has a X and Y ...
1
vote
0answers
129 views

Diamond Isometric Tile Picking C# Xna [duplicate]

I recently converted the display style of a isometric map from staggered to diamond and I can't figure out the tile picking process. I'm well aware of the other existing threads regarding this subject ...
3
votes
1answer
251 views

calculating occlusion in cube voxel engine

This is more a conceptional (approach) question then the search for an implemented solution, since I was unable to find proper hints via google or similar. The problem is as follows: Given you have ...
1
vote
1answer
808 views

Tiled Map Editor - Isometric View Problem [closed]

I'm using the latest version of Tiled Map Editor (0.9.1) to create isometric maps. I have objects that are larger than my tile size (64 x 32), so I am breaking them up into two tiles of the correct ...
4
votes
1answer
351 views

Drawing entities in an isometric engine

I am having some problems drawing my entities in an isometric map. Tiles are drawn using Painter's algorithm to do the z-sorting which works great for the tiles alone. Entities are parented to a ...
1
vote
2answers
431 views

What is the camera direction vector for an isometric view?

What values correspond to a 3D vector for screen-normal from within an isometric game? It needs to be in game coordinates. It is a standard isometric where tiles are rotated 45 degrees and half ...