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I just wondering, is this image is isometric? If yes, how can i create an similar image by using Tiled (isometric)? If no, how can i create it and it can flexible with Cocos2d? Thanks!:)
I just wondering, is this image is isometric?If yes, how can i create an similar image by using Tiled (isometric)? If no, how can i create it and it can flexible with Cocos2d? Thanks!:)
It's not isometric. It just a perspective view taken from above. It looks like Google Sketchup.
I'd second LevyMast's comment. Looks like a 3D rendering in Sketchup. A good idea of a tile based view at that angle would be the classic Legend of Zelda series. There's lots of tutorials out there for creating such a view. Also, almost every 8 and 16bit Japanese RPGs have similar look, Pokemn, Final Fantasy, etc. it's probably the most common type of tiles.
Hello, You should work out your isometric transform; that is, you should have a transform that tells you from the original coordinates, where something is on the isometric projection. For example, an isometric projection might be something like ((isox = x + (y / 2)), (isoy = y)) (just a crappy example). From this equation, you can take your "normal-ville" x and y coordinates, and figure out your projection from that. As a caution, you may need to manually adjust the m34 component of the transform to prevent perspective effects from taking place. Thanks :)
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It looks like Google Sketchup.
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0 • Off Topic Insightful Disagree Dislike Like AwesomeIt's also where perspective lines will never meet.
Oh, each tile would be an isometric square instead on a regular square.
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0 • Off Topic Insightful Disagree Dislike Like Awesomewww.charreddirt.com
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0 • Off Topic Insightful Disagree Dislike Like AwesomeYou should work out your isometric transform; that is, you should have a transform that tells you from the original coordinates, where something is on the isometric projection. For example, an isometric projection might be something like ((isox = x + (y / 2)), (isoy = y)) (just a crappy example). From this equation, you can take your "normal-ville" x and y coordinates, and figure out your projection from that. As a caution, you may need to manually adjust the m34 component of the transform to prevent perspective effects from taking place.
Thanks :)
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0 • Off Topic Insightful Disagree Dislike Like Awesome