# Isometric Projection

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### » Tue Dec 02, 2014 1:45 am

@R0J0hound
I guess it doesn't work (I saw other examples of isometric view[Construct 2]). Problem is that isometric rotation is not linear. I don't know if the iso pathfinding demo has correct rotation and speed. I guess every example which content sin and cos aren't real iso projection. I have no problem to render things out in isometric view. Use my example 24 Way picture and load it to your 8 Way example. I don't really understand the theory behind isometric and i'm not a programmer.
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### » Tue Dec 02, 2014 4:43 am

@JamesXXXYZ
I'm not sure what you mean by isometric angles not being linear. If 0 degrees is to the right and 90 degrees is down then with 1:2 isometric the vertical speed should half the speed of going horizontal. sin and cos aren't a reason for why it wouldn't work.

Would it be simpler if you just did all the motion as if in top view and convert to iso by dividing all y positions by two?
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### » Tue Dec 02, 2014 6:33 am

The Pathfinder behavior/ movement doesn't play well with setting frames based on angles. The behaviors expression for the angle of movement only points to the node its going to. You could probably figure out the correct angle if you looped through all the xy's needed to get to the next node, but... bleh.
It would be way easier if we had some expressions to get those lines.
If thats the pathfinding he's talking about that is.
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### » Tue Dec 02, 2014 9:03 am

@newt
isometric game basic based on "Pathfinding demo"
Can you integrate isometric rules for playercontrol (Rotation/Speed), please? Is it possible that the enemycontrol is limited to 24 way?
Playable games:
http://jamesxxxyz.newgrounds.com/
Latest update: Blue and red arrows

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viewtopic.php?f=146&t=122050

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### » Tue Dec 02, 2014 10:24 am

R0J0hound wrote:@JamesXXXYZ
I'm not sure what you mean by isometric angles not being linear. If 0 degrees is to the right and 90 degrees is down then with 1:2 isometric the vertical speed should half the speed of going horizontal. sin and cos aren't a reason for why it wouldn't work.

Would it be simpler if you just did all the motion as if in top view and convert to iso by dividing all y positions by two?

good example, but isn't better to make a graphics isometric directly? like in photoshop?

I mean, without script? if someone want to make holes...etc... how can be reached this?
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### » Tue Dec 02, 2014 2:59 pm

@R0J0hound
This is a good example, but i don't need this for movements. SpriteIso doesn't rotate. Can you create a playersprite and add this code (this is for rotation)? First line i think isn't necessary.

const angle:Number = Math.PI/3;//you may want to tweak this one
const zVec:Point = new Point(0, -1);

X and Y i don't need or?.
const xVec:Point = Point.polar(-Math.PI/2 + angle, 1);
const yVec:Point = Point.polar(-Math.PI/2 - angle, 1);

@Ribis
I think the same, but it's o.k.
Playable games:
http://jamesxxxyz.newgrounds.com/
Latest update: Blue and red arrows

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viewtopic.php?f=146&t=122050

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### » Tue Dec 02, 2014 3:55 pm

JamesXXXYZ wrote:@newt
isometric game basic based on "Pathfinding demo"
Can you integrate isometric rules for playercontrol (Rotation/Speed), please? Is it possible that the enemycontrol is limited to 24 way?

Yes, I already did, just not with 24 angles.
The template uses 8, since that was the least amount of frames that divided into 360.
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### » Tue Dec 02, 2014 6:54 pm

@Ribis
You can make the graphics any way you want there's no right way.

@JamesXXXYZ
That code just defines 3 isometric direction vectors, not rotation.

Angles can be handled exactly as I stated before.
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### » Wed Dec 03, 2014 12:14 am

@newt
Thx newt, but your version is not what i'm searched for.

@R0J0hound
thx you very much, this looks good. I like my controls more than yours.
If you have time can you optimized my version or put this sprite in yours and insert my controls please?
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Playable games:
http://jamesxxxyz.newgrounds.com/
Latest update: Blue and red arrows

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viewtopic.php?f=146&t=122050

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### » Sat Dec 06, 2014 7:38 am

@R0J0hound
Playercontrol.png

40 Way example:
Green arrow is my playercontrol. I don't know how to limit the rotation of the playercontrol. 9° steps for 360° doesn't work. I only wanna write how many steps it should rotate for 360°. Can you solve this for me, please?

You wrote: "Would it be simpler if you just did all the motion as if in top view and convert to iso by dividing all y positions by two?"
You can control this with my reference.

40_way_Playercontrol.capx
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Playable games:
http://jamesxxxyz.newgrounds.com/
Latest update: Blue and red arrows

What you want in C3?
viewtopic.php?f=146&t=122050

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