Isometric map problem

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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

Edited by Djfix

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KnolanCross    1974

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

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.

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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:

Edited by Djfix