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Iso-tiled maps needs "Z-axis" work, where you must draw from the upper left, moving to the bottom right, as you already know, you must overwrite already existing tiles. Your code right now is a basic work for common 2D tilesets. if (this.orientation == 'isometric') { // Isometric maps drawX = x * (cell.w / 2); drawY = y * (cell.h / 2); } This ...


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From the screens it's kinda obvious, that your tiles are positioned wrong. So it seems your X axis needs to go from top-left to bottom-right and Y axis from top-right to bottom-left. Right now X goes from left to right and Y from top to bottom. Can you update your code to accommodate for that? Also your spacing between the tiles is too big, but first - ...


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All credit to API-Beast for this, but since they didn't add it as an answer and this question remains technically unanswered... Check out this link for a blender script to actually output the individual frames. That's doing just a rotation, but fundamentally it's the same process to iterate over multiple frames of animation and output a snapshot render ...


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Blender is a good start. To get "isometric" view you just need to configure the camera to orthographic projection and place it at the correct angle above and to the side of your model. Then you need to animate the model as required. Here you need to ensure that the number of animation frames equals the desired sprite sheet. Then you "film" the animation ...


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The direction of axes is really arbitrary, that is, a matter of convention. Traditionally, in 2D graphics, the x-axis goes left to right and the y-axis top to bottom. This is because of the scanline of your monitor which follows the reading order of Western languages. In 3D graphics, the coordinate systems typically have the x-axis like in 2D, but the ...


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It's a question of semantics. How your local coordinate system is build is your own preferebly choice. In the web browser for example origo is located in the top-left corner, which usually adapts in web-based games. So, to answer your qestion; no it doesn't matter. As long as you understand your code and are using the tools as they are intended. If you have ...



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