ID:259533
 
I don't know if this has been asked before, but it would be nice if there was an option on DM that allowed you to switch between:
Isometric
    /\
   /  \
   \  /
    \/


And Normal Tiles...

Sorry About My ASCII, But I Think This Would Be Very Helpful to me and other isometric loving BYONDERS.
It's not that hard to set up an isometric movement system in BYOND: http://www.byond.com/hub/Shadowdarke/IsometricDemo

It would be great if BYOND had client eye pixel offsets though, to make it look better. ;)
In response to Shadowdarke
Do you have the source code for that?
In response to Shun Di
Of course. I wrote it. :)

It's not ready for public consumption though. It has no documentation, and without understanding the theory it wouldn't be much use to anyone.
In response to Shadowdarke
In response to Foomer
Holy crap Foomer! Those are the BEST Graphics I've ever seen!
In response to Sariat
I agree!
In response to Foomer
Foomer wrote:
Ooh ooh! Don't forget mine:

http://www.byond.com/hub/Foomer/IsometricDemo

All I saw was some black mountains. Is there supposed to be a mob too? Also the build verb didn't do anything.
In response to Skysaw
Try clicking somewhere :)
In response to Kamoku
Kamoku wrote:
Try clicking somewhere :)

Ah! Very cool!
In response to JordanUl
Aint Blender great? ;o)
In response to Foomer
Foomer, do you know you can build multiple things on a single tile on your demo? You just gotta click between the gaps.
In response to Garthor
Yeah, that's why it's a demo and not a game :oP I think I fixed it in a later version, but by then it stopped being a demo.
In response to Garthor
Really Foomer, why did you ever stop working on that game? You even had it fully functional, for what it was! My vote goes that Foomer takes that isometry engine and those graphics and finishes the game!

-LoW
In response to Lord of Water
I'll give you a hint. That demo used 20,000 objs.
In response to Foomer
Foomer wrote:
Aint Blender great? ;o)

Two questions:

1) How'd you manage to avoid the 3D skewing? I.e. in your demo, the connector tubes all line up with one another. However, in normal 3D, the tubes further back would appear on a slight angle backwards slightly, and the tubes in front would appear on a slight angle sideways, slightly. It's hard to put into words -- let's just say that 90 degrees in front looks like more than ninety degrees, and 90 degrees in back looks like less than ninety degrees.

2) Why on Earth haven't I learned to use Blender yet?
In response to Spuzzum
Spuzzum wrote:
Foomer wrote:
Aint Blender great? ;o)

Two questions:

1) How'd you manage to avoid the 3D skewing?

That should be easy to figure out: these are not done in 3D perspective. Isometric does not necessarily have to follow distance perspective rules that our eyes and mind interpret as '3D'

2) Why on Earth haven't I learned to use Blender yet?

Same for me too. But right now I'm tinkering with LegoCAD, and FreeCAD for Isometric icons for my space game ideas...
In response to digitalmouse
That should be easy to figure out: these are not done in 3D perspective. Isometric does not necessarily have to follow distance perspective rules that our eyes and mind interpret as '3D'

Well, I know it's done in isometrics -- what I'm asking is how he did it in Blender. ;-)


(What's LegoCAD? Is it free?)
In response to Spuzzum
Spuzzum wrote:
2) Why on Earth haven't I learned to use Blender yet?

Just downloaded Blender the other day and I got it figured out to a certain extent...well, not very. I can make little things and add materials and textures...I still need to figure out how to add textures to different parts of a mesh...like...uhh, I got this little weapon (swordish thing) but I can only get one texture on it....well, erm, i suppose this isn't really the place to be talking about this, now is it?