Are Isometric Games Possible?

ShinySlowqueen

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So. I think we've all seen projects that modify RPGMaker's style a LOT, or re-frame the assets in a way that makes it look like it's not an "RPGMaker Game". My question is about just how far that could go.



The PS1 game Harvest Moon: Back to Nature is, in essence, a 2D RPG. The sprites are cut from 3D graphics, but are still the PS1 equivalent of .png files. The main difference between BTN and an RPGMaker game is the way in which a player's perspective is skewed.

axes.png

My question is, with the right scripting/addons, would it be possible to make an RPG maker game in this style?
 

Krystek_My

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I have something like this for MV (also on MZ).
It'a MV3D Plugin, that makes your game 3D
Link: MV3D
 

Andar

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@Krystek_My isometric is not 3D in that sense.

@OP
basically yes, but not easy. there are several ways to go isometric depending on what exactly you want.
one way would be to use parallax mapping and a plugin for diagonal movement options
 

EpicFILE

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I've seen an RPG Maker game with an isometric view, but I forgot the name.
It looks a bit like Legend of Mana.


I think it's achievable with diagonal movement plugin and parallax plugin.
You can try out Galv's Diagonal Movement for diagonal movement.
As for parallax mapping, I don't know which plugin to use, so you should find it yourself.

Hope this helps!
 

MushroomCake28

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@EpicFILE That's not isometric, that's parallax mapping (using an image as the map). Isometric is still tile mapping, but with a 45 degree angles. So it's diamond shape instead of square shapes.

As for OP, it is possible but hard since you need to find assets that are compatible with an isometric view. And even if you got the assets, the way you place tiles in the software is not made for isometric. Your best bet is probably going to a parallax mapping in an isometric view and just changes the player movement and character sprites to adapt to the isometric view.
 

Hyouryuu-Na

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Mapping shouldn't be an issue. Parallax mapping lets us do some awesome stuff. The thing to be concerned about is the collision boxes :/ The colliders of events should also be diagonal for fluid interaction. Walls would be 45 degrees so if you have something on the wall like a note or something and the collider of that event (with priority same as characters) is a square, you might get stuck when you're walking along that wall. I suppose you can use one of the plugins that rotate maps. Ultra mode 7 can do that but you have to make sure it's orthogonal and not perspective. MV3D can also do this but I find that plugin too complex to use. Whatever works for you, I guess.
Aside form event colliders, there's a collision map plugin by Quxios that you can use to set up blocked regions if you're using parallax maps.
Edit: I didn't realize this was an 'in general' question so disregard the plugin suggestions ^^;
 
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gRaViJa

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@Hyouryuu-Na OP mentioned with what plugins this might be possible, so it seems it would be fine to give examples. As you said, this is perfectly possible with mv3D (rmmv plugin), as it has an isometric function. Super quick example on a testing map:

 

Kupotepo

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