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The Battletoads solution is not quite isometric. It's drawn pseudo-isometric but the movement isn't. It's a regular square coordinate system except you move up and down slower to make it feel isometric-ish. The world XY position of the toad is the position on the ground as marked by the shadow. During jumps the jump height (world Z) is added to the world Y ...


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Something very simple I used on Tiny Avengers and many other mini beat'em all was to link the Y axis to the Z axis. The more the object is up the more in depth it will be. So if your character is at 25 on Y it will also be at 25 on Z... which means that a crate placed at 20 on Y will be displayed in front of the player and will give an effect of depth. ...



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