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Isometric View - Almost 3D!

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Isometric Maps for XP
version 1.0
by MGCaladtogel and Siegfried
Translated and enhancements by GubiD

Description:
This allows you to create the game you have always wanted in RMXP!  This script takes the standard movement and character placement and tile rendering to Isometric, which is 2.5D.  What does that mean?  You can now create games that incorporate height and a semi 3d look without actually being 3d!  Of course this means that there will be a lot of spriting of tilesets, but the capability is there.  This can eventually be incorporated into many ABS's and TBS's (its already in GTBS... v1.3 to be released soon). 

Instructions for use are in the demo

http://i218.photobucket.com/albums/cc200/GubiD/Iso3.jpg[/img]http://i218.photobucket.com/albums/cc200/GubiD/Iso2.jpg[/img]http://i218.photobucket.com/albums/cc200/GubiD/Iso1.jpg[/img]

Demo!

GubiD's Isometric Maps for RPG Maker VX
An Isometric Engine compatible with RPG Maker VX, with a built in Jump ability, height management, and a 4 directional pixel movement script.  No screen shots because its pretty much self explanatory.  Download the Demo Now!

DEMO

Directions for Use:
    1. Download the demo
    2. Extract the Demo and Open
    3. Copy the script entries to your project. 
        Isometric(Basic) - Gives Isoview with no addons
        Isometric(Advanced) - Gives height management and jump ability (enabled by global switches at top of script)
        Pixel Movement - Gives pseudo Pixel Movement script, but only for 4 directions.
    Note: If you copy the Isometric(Advanced) script then you must have the Basic.  Also if using the advanced dont forget to get the TileA5 from the demo for best         
      height management abililties.
    4. Create your ISO map
    5. Create a CHILD map (child means one below it), name it using ISO somewhere in the name, and use height map (TileA5) for design.
    6. Place all events and transfers should be directed to CHILD map and NOT the parent. 

Essentially the way this script works is this: 
You transfer to a given map.. if the name includes ISO it puts the character in ISO mode and calls the PARENT map to overlay the current map.  That is all.  Everything else is tile management. 

If you have any questions as for the use of this script, please post them here.  Placement of tiles is very important and it would be highly recommended to use a tileset management script when using this one for more variety. 

There are NO custom resources in this script other than the TileA5 which was redrawn for Height Management purposes.

How to use...
http://i218.photobucket.com/albums/cc20 ... VXISO1.jpg[/img]http://i218.photobucket.com/albums/cc200/GubiD/VXISO2.jpg[/img]
Down... then jump up on cliff.
http://i218.photobucket.com/albums/cc20 ... 3_down.jpg[/img]http://i218.photobucket.com/albums/cc200/GubiD/VXISO4_up.jpg[/img]
Walk up to the end of the ridge.
http://i218.photobucket.com/albums/cc20 ... _ridge.jpg[/img]
 
Hmmm that sounds pretty sweet! Without screenshots however, I'm gonna guess it looks similar to the landscapes from Final Fantasy Tactics (and I hope I'm right! =P).

-Krobe

[Edit] Haha, I was right! It looks awesome! Can you jump from one height to another?

One thing though, it might get a little confusing how high you are, so you should add lines on the corners. But other than that, good job! (Can't wait to see your updated GTBS =P)

Also, I took a screenie for those uneasy downloaders.
http://i82.photobucket.com/albums/j250/Razmazter/IsometricView.png[/img]

Again, nice job![/Edit]
 
Dude... incorporate a jump button and I can see Kingdom Hearts Chain of Memories fans wetting their pants.

This is awesome.


EDIT: Where is that 8-directional movement script mentioned in the demo?
 
Cool.  Here's the translation for the add on information, if anyone needs it:

Google Languages Tools is love":3sfhivjv said:
#---------------------------------------------------------------------------------------------------------------
● # Script 2D_ISO Add-On 1, MGCaladtogel created by the community-rpgmakerxp factory.net
# Shift 11/08/06
#---------------------------------------------------------------------------------------------------------------
#==============================================================================
â–  # additions, changes of classes of origin
#
# Indications: this script must be placed below the script 2D_ISO
# The added features are:
# - Management displacement cell by cell
# - Possibility of moving in 8 directions (activation / deactivation)
# - Possibility of running supported keeping B (activation / deactivation), menu-Z
# - Opportunity to jump with the A button (activation / deactivation)
#==============================================================================

From what I can tell, you need a different graphic for running and diagonals and jump (and jumping diagonally... and running and jumping while diagonal...).
 
Awesome script, very clever!

Although its a bit confusing to setup for me :-/ I understand that there is the map with the tiles and then there is the map with the events and height(passability) with customizable height difference . however, I don't understand how exactly to use the passabiltiy map.

How can I tell what tile is correspondent to what height? Same with the events, how can I tell what position of the event is right?

Excuse me if I'm missing instructions somewhere.
 

Jason

Awesome Bro

This is 100% Pure Pwnage, 110% Amazing, 999.99% Best Script Ever, and last but not least, HOLY SHIT ITS SO FUCKING AMAZING WOW !!!
 

Jason

Awesome Bro

By the way, about you saying theres alot of spriting and stuff, maybe for the people, but the tilesets will be very easy, converting things to isometric is easy, but it would take a while.
 
jbrist":26fryq6k said:
By the way, about you saying theres alot of spriting and stuff, maybe for the people, but the tilesets will be very easy, converting things to isometric is easy, but it would take a while.

How would you go about doing it? Perhaps GUBID can add it to the first post if there is an easy way. If there is an easier way then just creating custom tilesets/charactersets then I think I'm going to make my scripts support this script, if I have time.
 
Amazing!

Very nice.
I take it you are going to use it for your Tactics ABS?
That would look cool!

hahaha GJ  :thumb:
 
Mr.Mo":3ei0v17d said:
Awesome script, very clever!

Although its a bit confusing to setup for me :-/ I understand that there is the map with the tiles and then there is the map with the events and height(passability) with customizable height difference . however, I don't understand how exactly to use the passabiltiy map.

How can I tell what tile is correspondent to what height? Same with the events, how can I tell what position of the event is right?

Excuse me if I'm missing instructions somewhere.
Thanks Mo.  Ok, everything is still run from the child map, including placement and the works.  Passability is only based on child map heights.  If the height is a passable height, then it can move.  You are free to move from a tile in any direction if the new tile height is no more than 2 different than yours.  This means that you can go from a 3 tile to a 1 tile, but not from a 3 to a 0 tile. 
As for the getting things lined up its takes a little practice, especially with placing events.  If you notice in the demo some of the impassable events on the left  ( the standard looking house ) are placed a little funny, but its mostly just trial and error.  I havent bothered testing them all, but I put them all there for you.

The height of the tile is determined by the order in which they apear in the tileset by row.  As the tileset-base that is included displays each number corresponds with a certain tile height based on a algorithm that breaks it down.  Please review the code for the exact one. 

I need to find a way to reset priorities for the tile if you are heigher than it.  So that you dont have to double uses of tiles in some cases.

Anyway, thanks everyone.  Dont forget that you should give MGCaladtogel, Siegfried and Myself credit for the script.
 
Hmm.. So it is trial and error.

You can script a system where we can see what tile will be effected by editing a child tile.

Here is the process I'm talking of:

  • Start the game
  • if passability test enabled, add an extra option that says "Passability Test" to Title Screen
  • Load the map the character starts, do not process Events
  • Draw 32*32 Grid on the map
  • Using a mouse script, hover over a tile and see what "child" tile will effect the hovered tile on the right corner of the scren

This way, the user can easily add the passabilities.

Just in case I didn't explain good enough:
http://www.unknowncoders.com/rmxp/scree ... gridex.PNG[/img]

Something thats important is that, the user should not use testplay, but should use Game.exe so the user can easily switch between the maker and the game for easy editing.

OR, you can make it so the user can edit IN game, whatever floats your boat  :tongue: This would be actually alot better  :thumb:

PS. If you don't want to script this system..I can attempt at it, but no promises lol.
 
I saw a script like this but it had a billion scripts in it >_>

This is waaaay nicer. One thing, how do you change the player starting point? I tried putting it on the farm place but it went back to the orange and blue map.
 
My jaw has fallen off my face, and I am currently in the process of superglueing it back on so I can see the screenshots again.
That is AMAZING!
 
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