Jump to content

  • Log In with Google      Sign In   
  • Create Account


C++ 2D Isometric map problem


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
6 replies to this topic

#1 WunderStrudel   Members   -  Reputation: 141

Like
0Likes
Like

Posted 27 July 2013 - 02:21 PM

Hii guys (: 

i'm having a little trouble "converting" my tilemap to an isometric tile map. 

Or i'm not really converting, actualy writing the code all over, but i cannot make the freaking "isometric map" work. 

Is there anybody in here, knowing a good homeside, tutorial anything really about it. Cos i have been looking all over the internet for a fix. but i can only find java samples and such, and everytime i try converting them into c++, i fail :D 

So i reeeeeallly need help guys :D 
Thanks for your time, sincerly Wunderstrudel. 



Sponsor:

#2 Álvaro   Crossbones+   -  Reputation: 10820

Like
0Likes
Like

Posted 27 July 2013 - 02:31 PM

So you have any specific questions?



#3 WunderStrudel   Members   -  Reputation: 141

Like
0Likes
Like

Posted 27 July 2013 - 03:03 PM

So you have any specific questions?

 

Ohh yeah, i could have been more specific i guess, sry about that d: 
My problem is getting to "draw" / making the tile grid. in the isometric / diamond shaped way. 

And ofcos getting my "64x32" sprites fittet over the grid (: 
I cant really remember the function in my head, but what i'v seen so far was something like: 

For(int index = 0; index < Max_rows; index++)
{
    for(int indey = 0; indey < Max_Cols; indey++)
    {
     Drawx = (This Algorithm is where my problem lies)
     Drawy = (This Algorithm is where my problem lies)
    }
}

and i'm not even sure that that is even remotely correct d: 



#4 KnolanCross   Members   -  Reputation: 1066

Like
0Likes
Like

Posted 27 July 2013 - 03:13 PM

I believe you should use sprites of the same size, also you must keep a ratio difference from x to y.

This link cover is all (It wasn't me who wrote it):

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

 

Good luck.


My blog on programming and games.
http://16bitsflag.blogspot.com.br/

#5 WunderStrudel   Members   -  Reputation: 141

Like
0Likes
Like

Posted 27 July 2013 - 05:07 PM

I believe you should use sprites of the same size, also you must keep a ratio difference from x to y.

This link cover is all (It wasn't me who wrote it):

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

 

Good luck.

 

Ohh thanks man (: 
I'll try with this one, and see if i can make it work d; 



#6 artisticdude   Members   -  Reputation: 107

Like
0Likes
Like

Posted 27 July 2013 - 07:40 PM

This gamedev tuts+ article is a really nice introduction to isometric perspective in video games: http://gamedev.tutsplus.com/tutorials/implementation/creating-isometric-worlds-a-primer-for-game-developers/ Not C++ specifically, but the underlying theory remains pretty much constant for whatever language you choose to work in.

If it's specifically the coordinate conversion formulas you're having trouble with, check this article out: http://clintbellanger.net/articles/isometric_math/ It was written by Clint Bellanger, the lead developer of the FLARE (Free/Libre Role-Playing Engine) project, and it's unquestionably one of the best resources I've ever found on the subject. It helped me immensely when I was trying to figure out isometric math. :)

#7 WunderStrudel   Members   -  Reputation: 141

Like
0Likes
Like

Posted 29 July 2013 - 09:24 AM

This gamedev tuts+ article is a really nice introduction to isometric perspective in video games: http://gamedev.tutsplus.com/tutorials/implementation/creating-isometric-worlds-a-primer-for-game-developers/ Not C++ specifically, but the underlying theory remains pretty much constant for whatever language you choose to work in.

If it's specifically the coordinate conversion formulas you're having trouble with, check this article out: http://clintbellanger.net/articles/isometric_math/ It was written by Clint Bellanger, the lead developer of the FLARE (Free/Libre Role-Playing Engine) project, and it's unquestionably one of the best resources I've ever found on the subject. It helped me immensely when I was trying to figure out isometric math. smile.png

Thanks you very much, those are some awesome links!!! 






Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS