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its just like bounding box collisions ..

just make a bounding box (preferred a RECT) around your
objects.

then just check the coordinates whether it collides with the bounding box. It doesnt need to be pixel accurate, since even a near hit is still a hit ..



{ Stating the obvious never helped any situation !! }

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SPEinstein,

Same things apply as for a squared tile engine since your data for a isometric(2.5d) tile engine are represented they same way as for any tile-engine. The only difference between the two is the drawing routine.

B2Funny

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yups ..

its all the same, try to make simple collision first
btw, what kind of game are u making ?? .. rpg ??

{ Stating the obvious never helped any situation !! }

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