“Isometric View”

Poladead

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so, i currently have an artits okay with doing all the maps as parallaxes, the problem that comes with it, cos she wanted to do them in isometric perspective, is movement, anyone of you know a way to fix this? Considering i won’t have really the tiles, but only parallax (for restraint of movement i plan on using regions, and doodads for things over the character)


P.s.: i know it’s probably the wrong section, but I didn’t know where to put it
 

Elissiaro

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There are a few plugins for diagonal movement. If that would help.
Iirc Galv had one, and Victor might as well.
I dunno if they're still updated and stuff though.
 

Poladead

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gonna check it out, do you know if by any chance they work with yanfly various plugins?
 

Elissiaro

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No idea, I've never really used them much.
Every diagonal movement plugin I've tried has this thing where if you move diagonally around an unpassable square the sprite acts like there's nothing in the way and goes straight over it. So I stopped looking at them. Though that shouldn't be an issue if everything's isometric.
(Unless you set up passability so there are straight lines diagonally where there shouldn't be passability. Cause iirc diagonal gets treated exactly like horizontal and vertical. So if you have 2 bushes diagonally next to eachother you can just walk through them.)
(Edit: At least that's how it used to be when I tried the plugins for it, it might have changed i dunno)
 

Poladead

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No idea, I've never really used them much.
Every diagonal movement plugin I've tried has this thing where if you move diagonally around an unpassable square the sprite acts like there's nothing in the way and goes straight over it. So I stopped looking at them. Though that shouldn't be an issue if everything's isometric.
(Unless you set up passability so there are straight lines diagonally where there shouldn't be passability. Cause iirc diagonal gets treated exactly like horizontal and vertical. So if you have 2 bushes diagonally next to eachother you can just walk through them.)
(Edit: At least that's how it used to be when I tried the plugins for it, it might have changed i dunno)
Apparently they work, for now at least, and victor one has a cool "pass corner" check that lets you avoid that, now I just need to figure out how to bind diagonal movement to arrow, and block the player from taking normal vertical and horizontal movements
 

gstv87

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for movement you only need 2 areas of behavior: passable, or not-passable.
if you're using parallax, it really doesn't matter how you present the environment, it only matters how the player interacts with it, and since you're not using the tiles themselves to convey volume or design, you only need the passability to worry about.

and since the tileset itself (the object tileset) handles that, you can still use the tiles (which contain the property passability embedded by default) to map out the walkable areas, even if the tiles won't have any property "design" attached to them.
 

Poladead

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for movement you only need 2 areas of behavior: passable, or not-passable.
if you're using parallax, it really doesn't matter how you present the environment, it only matters how the player interacts with it, and since you're not using the tiles themselves to convey volume or design, you only need the passability to worry about.

and since the tileset itself (the object tileset) handles that, you can still use the tiles (which contain the property passability embedded by default) to map out the walkable areas, even if the tiles won't have any property "design" attached to them.
So i could use an empty tileset with one tiles that allow passage and one that doesn’t, that seems pretty much better than using regions Thanks
 

Engr. Adiktuzmiko

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So i could use an empty tileset with one tiles that allow passage and one that doesn’t, that seems pretty much better than using regions Thanks
Yes, thats the most basic way of handling passability on parallaxed maps. You can also use it to set up the 4 direction passability though I dont think it will work nicely with your isometric map
 

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