[Request]Isometric Tilemap Support

Discussion and feedback on Construct 2

Post » Tue Mar 04, 2014 11:35 pm

Isometric is very much doable right away. Just thinking could it be possible to implement some more tile offset options to tilemap. Like for every other row or so. It is just much more efficient to use one object for larger maps than tens of thousands single tile objects.

Also this was a big help for me to get started on isometric. http://clintbellanger.net/articles/isometric_math/

Specially this:
And with some simplification we get the basic formula for isometric projection:

screen.x = (map.x - map.y) * TILE_WIDTH_HALF;
screen.y = (map.x + map.y) * TILE_HEIGHT_HALF;
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Post » Wed Mar 05, 2014 12:05 am

And especially this:

It's the way that isometry is handled in the Tiled map editor, so it's definitely a good approach if you want to use that tool.


So all you really need is to convert the tmx to iso xy's using the formula Katala quoted.

But you also have to keep in mind that isometric maps aren't all set up the same way.
The user has to decide where x, and y start, and offset from there.
For example: regular 2d 0x, and 0y, would be the upper left, but in an isometric map that would literally be somewhere over in left field, as in not even on the 2d map.
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