isometric games

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isometric games

Postby elite » Sun Nov 11, 2007 3:59 am

Is it possible to make isometric games with GE? Like Habbo Hotel style? (i personally hate the game. a hotel full of habbos just doesnt break it for me). If so, is there a tutorial on how to make them?. Im also going to have to make the sprites diagonally wont I....hmmmm
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Re: isometric games

Postby Game A Gogo » Sun Nov 11, 2007 4:22 am

I made something similar before
It's not completed but I hope it will help:
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Level_Data.zip
Isometric example
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Re: isometric games

Postby elite » Sun Nov 11, 2007 8:39 am

now that was cool. Do you mind if I use the tiles because i cant find any good ones on the net....
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Re: isometric games

Postby Fuzzy » Sun Nov 11, 2007 12:04 pm

because GE uses pixel based collision, it becomes a lot easier. Your ground tiles dont have to be iso except in appearance. If you want a grid, then draw one up and overlay it.

For movement, set your arrow keys to move in two directions. For example, right arrow key might be
Code: Select all
x+=2;
y--;


You'll automatically step in a isometric way!
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Re: isometric games

Postby Game A Gogo » Mon Nov 12, 2007 12:58 am

Sure, use them as you wish!
But include my name in it please =3
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Re: isometric games

Postby BloodRedDragon » Sat May 31, 2008 6:12 pm

I am trying to make an isometric game where you can jump. Is that even possible? Ive tried doing it with a wire frame that acts as the ground but it means you jump even when you move upwards. Any suggestions?
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Re: isometric games

Postby NUTINC » Thu Jun 12, 2008 2:02 am

I tried to do a jump ability in one of my games (wasn't isometric, but did follow same rules). You need a few variables like the basic canJump and such. I had two actors, the player and playerfoot, when a user pressed a key, it was playerfoot that moved and player followed. When a player pressed jump, player used velocity and timer codes to go up and down, while playerfoot stayed on the ground. For platforms, I had two objects, the walls of the platform and the base itself. The wall would only let player and playerfoot pass when canJump said he couldn't jump anymore. That was where I quit and gave up because the gameplay had changed and jumping wasn't needed. For platforms your character would need a variable like playerheight or something to prevent jumping onto big platforms from the ground and a few other variables to move playerfoot and player around to the right heights.

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