Hmm actually, ... Is Sonic 3d Blast Isometric or is it 3d with Isometric background tiles?
There's always a distinction of definition within different fields though OMC. The terminology used in one thing often means something totally different elsewhere. Taken out of context, anything can mean anything else.
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?
We shouldn't be talking about good Genesis emulators like Kega Fusion or their availability at places like http://www.s2beta.com and Sonic 3D Blast hacks removing the Flickies that are available by searching http://forums.sonicretro.org and other cool stuff. This is about chat graphics. By the way, MBK, the graphics dont have to be based on that template, especially since they have to be 32 x 32.
Yea, It took me like hours just to do the alien in that picture though ... and that was with the reference ...
If someone posts some 32 x 32 Isometric then maybe I can use that as a template.
Without any sort of reference, it'd be impossible for me to make Iso stuff, I'm just not that good of an artist.
Blood of the Ancient One, Seen only as Shadow, Faster than Lightning, Fierce as the Greatest Dragon, Nearly Invisible, Floating in a Dream, Entered through the Demon Door, Destroyer of Evil in a Realm with a Red Sky Scarred, Who could I be ?
Originally Posted by MBK In MATH that's what it means yes. In VideoGames it almost always means diamond grid hexes. The definition is something like "equal length lines that meet at a point". I've never seen an Isometric game with up, down, right, or left directions for anything.
Maybe there's some obscure Iso game out there that uses the up, down, left and right animations for when the character turns around or something like that but if so I haven't seen it yet.
isometric is a form of axonometric projection. it means the point of view is 120degrees on all planes.
that isnt to say that movement is limited to diagonals. there are isometric games that even use 360degree movements although i cant think of one off the top of my head.
Cool, thanks for answering my questions. I'll see if I can get started on a sprite. I'm debating whether or not to make sprites for Patjade/Wandy from Jade Phoenix or Ikkin from FableQuest, as they're all characters that I myself did not conceptualize. I could always try and think of a 100% original character... It's been a while since I did that. ;
As for 8 directions in isometric, I have three words for you all: Super Mario RPG. The game world was isometric, but you could have Mario walk in 8 directions. :3
Originally Posted by MBK There's always a distinction of definition within different fields though OMC.
No, I mean the definition that you said was for math applies to the video game version. It's quite obvious that terms can differ in different fields. Like Cecil and I both said, isometric defines the angle of view, it doesn't require you to only use certain directions. You're probably thinking of those online flash games that map the arrow keys awkwardly to different directions. Ever played Megaman Battle Network? That's isometric, but you can travel in 8 directions. I think a few other RPGs do it too.
Sonic 3D is isometric because of the angle of view. Saying it isn't because it's 3D would be like you drawing something at that exact angle with only an 8-bit palette and me declaring it not isometric because it's not at least 16-bit. It's not just confined to simple geometric grid spaces!
Anyway, that's off-topic. You can use UrbanMonk's pic to make the diagonal directions, and then it's just a matter of making the cardinal directions, since they don't require too strange of an angle.
Sonic 3D Blast has 3D prerendered graphics but no actual 3D playing field. It's clever manipulation of a 2D area, similar to your engine MBK. The Sega Saturn version was upgraded with a fully 3D special stage though.
Some Isometric games have characters that have four animation directions but 8 movement directions. Similar to the way how in the legend of Zelda games Link can walk diagonally although there aren't any specific artwork for it.
So no worries about having to draw for 8 directions.
Originally Posted by AndyUK Some Isometric games have characters that have four animation directions but 8 movement directions. Similar to the way how in the legend of Zelda games Link can walk diagonally although there aren't any specific artwork for it.
So no worries about having to draw for 8 directions.
Agreeing with this
Even Nintendo agree that drawing diagonal animations is a pain.