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Isometric map problem


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#1 Djfix   Members   -  Reputation: 237

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Posted 12 July 2013 - 11:33 AM

Hello everyone!

 

Recently I have been trying to transmute all the knowledge I have about 2d top-down RPG games into knowledge about isometric tile maps.

 

After an hour of not having a fully functional internet connection and struggling with a pen and paper to translate the cartesian coordinates into isometric ones, i've finally found the formula (a damn easy one, indeed).

 

Once i've applied it to all my top-down tiles it seemed to give them an isometric view. Awesome!

 

But something went wrong. I've drawn a "grass" rhombus and a cube and I applied the same procedure with them. Bong!

 

The cubes are not joined together and the grass is way off from the center of the cube space.

 

I've uploaded a screenshot so you can see exactly.

 

This is my tile loading function (i'll cough up some pseudocode so everybody can understand)

function load_tiles(filename) // loads the level file
{
   file = open(filename)
   content = file.readlines() + [\r\n\] /* reads it as a two dimensional array (keeping the spaces)*/
   for (t in range(length(file)))
   {
      line = content.strip(\r\n) //takes it line by line
      for (tileNum in range(length(line)))
      {
         if (line[tileNum] == '0')
            tiles.append(Tile(t*64,tileNum*32,grass) /* appends a Tile class reference (first argument being the x (index * imageWidth), second the y(index*imageHeight), and third the image)*/

         if (line[tileNum] == '1')
            tiles.append(Tile(t*64,tileNum*64,cube)
       }
   }
}

function 2dToIso() /* transforms the tile cartesian coordinates to isometric ones*/
{
   for tile in tiles
   { 
      newX = tile.x - tile.y
      newY = (tile.x+tile.y)/2
      tile.x = newX
      tile.y = newY
   }
}

the level file looks like this:

 

1111

1001

1001

1111

Attached Thumbnails

  • screen2.jpg

Edited by Djfix, 12 July 2013 - 04:32 PM.


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#2 KnolanCross   Members   -  Reputation: 1252

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Posted 12 July 2013 - 04:09 PM

Have you tried using objects of the same size? It seems to me that this is what is causing the problem.

 

Have you seem this link:

http://www.gameproducer.net/2011/09/18/illustrated-newbies-guide-to-isometric-game-development/

 

The formula is similar to the one you use and the author used an half size difference to simulate height, maybe this is the problem.


Currently working on a scene editor for ORX (http://orx-project.org), using kivy (http://kivy.org).


#3 Djfix   Members   -  Reputation: 237

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Posted 12 July 2013 - 05:04 PM

This change makes it work, but i'm not sure whether it is...good...or elegant...and i'm sure it will mess with getting the tile positions and so forth...

for (tileNum in range(length(line)))
{
   if (line[tileNum] == '0')
      tiles.append(Tile((t*32)+160,(tileNum*32)-32,grass))

   if (line[tileNum] == '1')
       tiles.append(Tile((t*32)+128,(tileNum*32)-64,cube)
}

it gives me this:

Attached Thumbnails

  • screen3.jpg

Edited by Djfix, 13 July 2013 - 03:34 AM.





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