Isotopic games? They have the same number of protons and different numbers of neutrons?
In response to Elation
Elation, he's not coherent. At all. Even he doesn't know what he's thinking. He just won't make any sense - It isn't worth your time.
In response to Dark Krow
Dark Krow wrote:
The only problem i see with going in that direction is that if byond went more toward 3d and isometric games it would put the newer developers "out of buisness" so to speak, the processes would be so insane and no newer developer would ever be able to figure them out without EXTREME help from a VERY expirienced developer.

Isometric isn't true 3D, it's 2D with a 3Dish angle. A basic isometric system should be just as easy to program for as a straight 2D one. Graphics might be harder to draw though. :)
Well one thing which would make it easier, is if BYOND allowed us to change how the squares on the map fit and looked.

Right now, its 32X32 squares, and Id like it if we could change the settins and allow for 16X16 squares, or even diamond shaped squares.

I have this huge cd full of ISO graphics, that would work really well in BYOND, but they are diamon shaped, not square shapped.

Maybe in the future BYOND will allow for more settings like this. That would be nice.
In response to Shades
Isotopic can be done, Just have to find someone who can create the graphics.
In response to Shades
<font color="blue">Shades wrote:
I have this huge cd full of ISO graphics, that would work really well in BYOND, but they are diamon shaped, not square shapped.</font>

well that should be easily accomplished using the existing pixel-movement libraries/demos. with pixel-movement, you can define how players move on the map, so moving them in the desired angles on an iso-map should not pose big problems.
In response to digitalmouse
But my question is how you would place graphics that are diamond shaped on the map :-\ Maybe it is so simple,I just don't realize it.
In response to Shades
There is a cheesy way of doing 16x16 squares, but you still use 32x32. You can just use world.view and make a setting over the normal ones, like "15x15". Then it will show up in DS in 16x16, but you can change it to 16x16 in DS by going to Icon Type then clicking small. It would be nice to be able to control whether you want players to change between 32x32 and 16x16.

I know it's not a very good way, but it's still works!
In response to Caramonmajere
The Isometric Graphics are dimaon shaped, and when you place them on the map, they dont snap together like they should, there are gaps and stuff.

Now if I could make the tiles look like this:

/------\
/ \
/ \
\ /
\ /
\------/

Instead of this:

-----------
| |
| |
| |
| |
------------

They would fit just fine. I can't resize them properly or figure out how to adjust them to fit in the byond squares to look right.
In response to Shades
It is possible; you just need to figure out how to calculate the pixel offsets appropriately. Oh, and set animate_movement=NO_STEPS on all atoms, or things will slide around in undesirable ways. =)
In response to Shades
Shadowdarke had a neat approach, but his tiles were 64x32.



This would be two tiles wide, one tile high. I think the area of the isometric tile, however, is still the same as a standard 32x32 tile. You still have to work out a movement scheme, rewrite procs for view and distance, direction checks, and the like, but it's perhaps the simplest approach I've seen yet.

~X

[edit] fix0rzed teh topic >.>
In response to Xooxer
Xooxer wrote:
You still have to work out a movement scheme, rewrite procs > for view and distance, direction checks, and the like, but
it's perhaps the simplest approach I've seen yet.

The movement would have to be changed, but you can still use all of the built in procs if you have an iso-map and the regular BYOND map with all of the mobs and objs on it. So when someone moves, the regular map movement happens as if you didn't have the iso display and then you just need to move the little iso-guy on your iso-map.

It's a very simple approach and doesn't require any custom procs other than for movement. The only other thing is just converting from tile coordiantes to iso coordinates and vice versa, but that isn't complicated either. It's the way OFD's iso stuff works and my little 4k game works in the same way.

Plus OFD even made a blog post about this very thing: http://members.byond.com/ OneFishDown?command=view_post&post=4851

No.
I really don't see much point of going isometric or w/e. I certainly wouldn't play any games with it. I hate the icons, the movement would be stupid unless you make it work with pixels, and the view like Elation said would suck. I don't see the point of using extra work and having more lag. Either go full 3D (which I know is not gonna happen for a while) or stick to fine 2D graphics. Not to mention if you have good icons you can accomplish a good looking game width a little "depth" or trickery of the eye. =)

-F²G
Concentrate on making fun games instead. BYOND needs fun games more than it needs isometric games.
In response to Foomer
i have been look around and i found somthing suprising. that its not that hard to make this type of game !!!!!
 atom
proc
iso_offset()
// set the pixel_y to appropriate value for isometric appearance
pixel_y = (x&1) * 16

atom/movable
animate_movement = 0
var
// internal flag to let Move() know if this is a move it should pass to iso_Move()
iso_moving = 1
iso_x
iso_y
iso_steps // number of steps left before the icon is in position

proc
iso_Move(Dir, mob_dir)
/* This is actually a 6 directional, or hex movement scheme.
I have other versions for 4 directional and 8 directional
isometric as well.*/

var
X = 0
Y = 0

/*************************************************************\
This next section remaps the BYOND directions to
the 6 directions allowed in the game. This is the part
to override for 4 or 8 directional isometric.
\*************************************************************/


// 8 = WEST, 4 = EAST This filters the EAST/WEST part of dir
X = Dir & 12
// 1 = NORTH, 2 = SOUTH; filter the N/S portion
Y = Dir & 3

if(X)
switch(Y)
if(NORTH)
if(!(x&1)) Y = 0

if(SOUTH)
if(x&1) Y = 0

/*************************************************************\
End of direction remapping section
\*************************************************************/



var/turf/target = get_step(src,X+Y)
/* Let the new Move proc know this next move should not be
altered for isometric movement. */

iso_moving = 1

if(Move(target, mob_dir)) // if the atom can move to the target

// change pixel offsets so the icon still appears in the old location
if(Y&NORTH)
pixel_y -= 32
else if(Y&SOUTH)
pixel_y += 32
if(X&EAST)
pixel_x -= 32
else if(X&WEST)
pixel_x += 32

/* calculate iso_offsets so that it can get from the current
offsets to the correct offsets with 4 steps. */

iso_x = pixel_x/4
iso_y = (pixel_y - ((x&1) * 16))/4

if(!iso_steps) // if not already in an iso_Step() loop...
spawn(1) iso_Step() // start one.

iso_steps = 4 // it will take 4 steps to

// resume altered movement in the Move() proc
iso_moving = 0


iso_Step()
// This proc slowly moves the icon into it's correct position
pixel_x -= iso_x
pixel_y -= iso_y

if(--iso_steps) // if there are still steps left...
spawn(1) iso_Step() // do it again next tick,
else // otherwise...
pixel_x = 0 // square up the pixel offsets.
pixel_y = (x&1)*16


Move(Loc, Dir) // overide default movement
/* if the isoMove() proc is calling this move,
or the new loc is too far away for an isometric step... */

if(iso_moving || (get_dist(src,Loc) > 1))
return ..() // do the default Move() proc
else // otherwise
return iso_Move(get_dir(src, Loc), Dir) // apply isometric movement

New()
..()
spawn(1)
iso_moving = 0
iso_offset() // change the pixel_y if needed.


client
Move()
// Dont let the player move the mob if iso_Move() is working.
if(mob.iso_moving)
return 0
else
return ..()

is all you need to set the move ment part down and the turf is only

turf
ground1
icon = 'isogrid.dmi'
icon_state = "1,0"

New()
..()
if(x&1) icon_state = "0,0"

and makeing the images look like this
Image hosted by Photobucket.com
In response to Zog 200
Yeah but the problem is, I really don't know anyone that's good at making isometric icons.
In response to Flame Sage
well we dont have that many good iconers ither so its porbly the same this is just a litte bit "extra iconing"
all people have to do is keep with a general Template be orgnal and twist your mind in to isometrc and poof! isometric game.
iam currently working on a isometic i can say its not esay but if u understand the consept of the icons it is not that bad.
In response to Zog 200
the icons wouldnt be too difficult to make..if your pretty good at sprite work..

.:pokes fixed title:. =D Yea yea, I'm a bit of a grammer nazi. So what? =P
In response to JMT
JMT wrote:
the icons wouldnt be too difficult to make..if your pretty good at sprite work..

.:pokes fixed title:. =D Yea yea, I'm a bit of a grammer nazi. So what? =P

*would'nt
*you're
*...
*grammar

;)

->Calus CoRPS<-
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