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Isometric Engine (MMF)
Author: clwe Submitted: 11th February, 2005 Favourites:0
Genre: Engine Downloads: 465
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Edited By clwe on 2/11/2005

Edited By clwe on 2/11/2005

This is the engine/tutorial for you if you're interested in making an isometric game, or just want to learn how one might work. It has support for raised platforms of any height, any depth or width (whichever shape you like), with walls. You can also create platforms suspended in mid-air. The events are all documented and there is a separate text file that explains exactly how to add your own platforms in. It only assumes that you have a basic knowledge of custom movement (i.e. repositioning an object to create movement) and the fastloop.

The engine is for MMF 1.5 only and requires two extensions – the fastloop object and the layer object. You can find them at http://www.cellosoft.com/extensions/view.php?id=9 and http://www.clickteam.info/extensions/extview.php?id=129 respectively.

Note that if you have the latest version of the fastloop object (v1.6), you may have to change its name to ‘kcloop.cox’ for the engine to recognise it. If an error message appears, just make a note of the name and rename the object extension files. There should be two copies to rename - one in the 'Extensions' folder and another in the 'Data' --> 'Runtime' folder.

I am aware that there's an 'Isometric Grid 2' extension for MMF, but then I was too lazy to learn that so here's is an entirely different way of doing isometric.

Review This Download



 


http://homepage.ntlworld.com/christopher.lowe7/isoengine.zip (96kb )



Posted by Evil-Ville 11th February, 2005

It looks nice. Too bad that's not real isometric perspective.
 
Posted by alibaba 11th February, 2005

i would use a 60-30 for isometric - this looks like 45-45.there again, i havent downloaded it, just basing it on the screenie
 
Posted by clwe 11th February, 2005

You can make it a real isometric perspective if you like, just by changing the shapes of the objects. I just got lazy and did 45 degree angles, heh.
 
Posted by Simon Elo 11th February, 2005

Ooh Clwe from SFGHQ. Cool, eh?
 
Posted by clwe 12th February, 2005

No, I'm not making Sonic DIY anymore. The game really was a mess on the inside, and I was finding it increasingly difficult to work with. Nobody really used the level design feature much anyway (not even in the Sonic fangame community), so I wonder whether it would have been worthwhile.
 
Posted by Callum 12th February, 2005

If u rotate by 45, then shrink the height by 50% it gives a great isometric effect. nice engine anyway
 
Posted by daveC04 13th February, 2005

he already knows that mate.
 
Posted by DistantJ [FZ Games] 14th February, 2005

Yeah the problem with this is it isn't actually isometric, it's just top-down view turned on an angle.
 
Posted by clwe 14th February, 2005

"it's just top-down view turned on an angle." Correct me if I'm wrong, DistantJ, but isn't that what isometric is? :-P Some top down games allow for '3D movement', in that you can move along the X and Z axes, and jump along the Y axis. This engine takes that idea and allows for platforms (with walls) of any height to jump on and off. The platforms do not need to be at 45 degree angles, as I've already stated. They can be whatever shape you like. If you want to be picky, then yes, you have to design platforms that look isometric...but then that's all part of the game design.
 
Posted by matt-e-h 17th February, 2005

this isn't *true* isometric though. proper isometric uses the 2,1 system, and "straight lines" are 30 deg.
 
Posted by DistantJ [FZ Games] 23rd February, 2005

Dude, I've taken a two year course in graphics. This is not Isometry. Isometry involves a different angle of perception, the squares on the grid being wider than they are tall. The whole point in isometric pseudo-3D is to use that to create an angle of perception to let you see it in 3D. So all this actually is is the same as any 8 direction engine only with the squares turned around a bit.
 
Posted by DistantJ [FZ Games] 23rd February, 2005

"No, I'm not making Sonic DIY anymore. The game really was a mess on the inside, and I was finding it increasingly difficult to work with. Nobody really used the level design feature much anyway (not even in the Sonic fangame community), so I wonder whether it would have been worthwhile." Well that's cause the Sonic FanGame comminuty are so far up their own arses to use something they hadn't made, they'd just see Sonic DIY and try and do something better, that's how it seemed to me when I was there anyway. I've used it before to make levels, and I would download and play levels people made for it too.
 
Posted by clwe 25th February, 2005

I agree with you on the whole 'competition' thing. There's certainly a lot of it present at SFGHQ, with everyone trying to outdo each other. *shrug* That's generally the way it works there, though it's certainly died down compared to what it was like in the past. As for the isometric debate...ask yourself this, DistantJ (and anyone else who said the same thing) - is the average person going to care whether it's grid based and 30 degrees? Probably not. I'll also say it *again*...it may not be grid based, but the platforms can be any shape you want. You could create platforms with 30/60 degree angles and for all intents and purposes, it would look and feel isometric to anyone who plays it.
 

 



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