Isometric Movement Instead of Diagonal Movement

Scheikowski

Villager
Member
Joined
Apr 11, 2018
Messages
13
Reaction score
1
First Language
Turkish
Primarily Uses
RMMV
Hello All,

I'm working on a new isometric game by using PRG Maker MV. I use Quasi's Movement plugin for pixel movement and diagonal movement. But you know isometric movement angles is different than normal diagonal movement angles on RPG Maker MV. So this is a problem and I don't know how to figure it. I have already searched on the forum and google but didn't find anything about it. Is there a way to change angles inside a main plugin or do we need a new plugin?

Thanks for your answers in advance.
 

Scheikowski

Villager
Member
Joined
Apr 11, 2018
Messages
13
Reaction score
1
First Language
Turkish
Primarily Uses
RMMV
Thank you for response V_Aero. I have already isometric maps. What I'm looking for is isometric movement angles. You can find an example image from my map. My map is isometric. But player moves diagonally like red line on the image. I want him to move like blue line as isometric. Quasi's movement just let me move like red one not the blue one.

Example Image:

99.png
 

WTR

Villager
Member
Joined
Feb 28, 2020
Messages
9
Reaction score
28
First Language
Japanese
Primarily Uses
RMMV
I've created an isometric move plugin for my project.
I don't know if you'll like it, but I'll share it in case it might help someone else.

This plugin simply changes character's movement x : y = 2 : 1
You need to make normal map and parallax, and set map note tag to convert normal map to isometric coordinates.

Map001.png

The blue part is normal map, the other is parallax.
The player moves blue area system internally, but visually it will appear to move dark area, if you set appropriate note tag.

It requires only one note tag for each map, but it is a bit confusing, I've prepared a demo.
IsometricMove.zip

I made it with Japanese version rpg maker, does it work?

One more point.
I'm not very good at scripting, so I might not be able to handle bugs, problems with this plugin..
As a matter of fact, this is the first plugin I've shared with others!
 

Attachments

Restart

Veteran
Veteran
Joined
Mar 15, 2019
Messages
523
Reaction score
415
First Language
English
Primarily Uses
RMMV
You probably want to alter Game_Player.prototype.executeMove

I did a simple little isometric thing for that but it's for altimit and references some of my personal helper functions, so it's not compatible with quasi movement. Might be worthwhile as a proof of concept - it maps 8 directional movement onto 4 directional isometric (and rotates the sprite accordingly).

Code:
if(this.isIsometric){
		this.setRotationRate(181)
		switch (direction) {
		  case 0:
		  case 5:
			//do nothing, shouldn't happen
			this.setTargetAngle(0);
			  break;
		  case 1:
		  case 2:
			  var vx=-1;
			  var vy=0.5;
			  this.setTargetAngle(-30);
			  break;
		  case 3:
		  case 6:
			  var vx=1;
			  var vy=0.5;
			  this.setTargetAngle(30);
			  break;
		  case 7:
		  case 4:
			  var vx=-1;
			  var vy=-0.5;
			  this.setTargetAngle(30);
			  break;
		  case 9:
		  case 8:
			  var vx=1;
			  var vy=-0.5;
			  this.setTargetAngle(-30);
			  break;
			  
		}
        this.moveVector( vx * this.stepDistance, vy * this.stepDistance);
}else{
//normal code
}
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Day 9 of giveaways! 8 prizes today :D
He mad, but he cute :kaopride:

Our latest feature is an interview with... me?!

People4_2 (Capelet off and on) added!

Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.

Forum statistics

Threads
106,037
Messages
1,018,464
Members
137,821
Latest member
Capterson
Top